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IDProjectCategoryView StatusLast Update
0002471Spring engineGeneralpublic2011-07-03 12:40
ReporterKingRaptor 
Assigned ToKloot 
PrioritynormalSeverityminorReproducibilityalways
StatusresolvedResolutionfixed 
Product Version0.82.7+git 
Target VersionFixed in Version0.82.7+git 
Summary0002471: Dgun command with unit target uses weapon1 range rather than dgun range
DescriptionWhen Unit A has a dgun range > weapon 1 range and receives a dgun order on Unit B, Unit A will walk into weapon 1 range before firing.

When Unit A receives a dgun order on the ground, it uses dgun range correctly.
Additional InformationTested in ZK with the unit "test_c4_lightning".
TagsNo tags attached.
Checked infolog.txt for Errors
Attached Files

-Relationships
+Relationships

-Notes

~0006836

KingRaptor (reporter)

Problem persists in 0.82.3-2384-g0387e6a

~0006865

Kloot (developer)

unit: test_c4_lightning
  weapon 0 (name test_c4_lightning_fakelaser): type BeamLaser
  weapon 1 (name noweapon): type Cannon
  weapon 2 (name test_c4_lightning_commweapon_sunburst): type Cannon
  weapon 3 (name noweapon) has type Cannon
  weapon 4 (name test_c4_lightning_commweapon_lightninggun): type LightningCannon

None of these is an actual DGunWeapon, so you should take a look at your modular-commander generator first.

~0006868

KingRaptor (reporter)

I am of the view that a weapon3 with commandFire = true on a unit with canDgun = true (i.e. controlled by the DGun command) should not behave differently in this regard simply on the basis of its weaponType.

(That is unless you think I should not be using the engine DGun command for arbitrary, manually activated weapons and that I should devise a Lua solution instead)

~0006871

Kloot (developer)

I am undecided about this actually.

On the hand, the whole dgun concept (as a one-shot-kill-everything weapon) does not belong in the engine anymore. On the other, it's useful to support manually activated (which the TA-style dgun happens to be) weapons in some way. Unfortunately that support right now comes in the form of the UnitDef tag "canDGun" and a very specialized CMD_DGUN command, so combining those with arbitrary weapons instead of a "real" dgun has an asymmetry to it.

However, ultimately it makes more sense to not expect all manualfire weapons to be DGunWeapon's, so I've now lifted that restriction (04031f25876ae4ba28479a77077383387bbb64d5).
+Notes

-Issue History
Date Modified Username Field Change
2011-06-13 05:54 KingRaptor New Issue
2011-06-13 05:54 KingRaptor Graphics Card => unknown
2011-06-20 11:16 Kloot Status new => resolved
2011-06-20 11:16 Kloot Fixed in Version => 0.82.7+git
2011-06-20 11:16 Kloot Resolution open => fixed
2011-06-20 11:16 Kloot Assigned To => Kloot
2011-07-01 15:49 KingRaptor Note Added: 0006836
2011-07-01 15:49 KingRaptor Status resolved => assigned
2011-07-01 15:49 KingRaptor Resolution fixed => reopened
2011-07-02 22:07 Kloot Note Added: 0006865
2011-07-02 22:08 Kloot Status assigned => closed
2011-07-02 22:08 Kloot Resolution reopened => fixed
2011-07-03 05:38 KingRaptor Note Added: 0006868
2011-07-03 05:38 KingRaptor Status closed => assigned
2011-07-03 05:38 KingRaptor Resolution fixed => reopened
2011-07-03 12:39 Kloot Note Added: 0006871
2011-07-03 12:40 Kloot Status assigned => resolved
2011-07-03 12:40 Kloot Resolution reopened => fixed
+Issue History