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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0003824 | Spring engine | public | 2013-06-01 17:35 | 2013-08-10 15:20 | |||||
Reporter | azaremoth | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | resolved | Resolution | no change required | ||||||
Product Version | 94.1 | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0003824: Several weapons do aim but cannot fire | ||||||||
Description | Several weapons do aim but cannot fire in The Cursed. It can be reproduced for different weapon types, but is not always present for a single type.For an older ZeroK versions (1.1.4.4.) I could also reproduce the bug for the bombard commander. I do not know what actually causes the probleme - thus it may also be a mod (+new engine version) related issue. | ||||||||
Additional Information | UNIT AND WEAPON DEFS (SCRIPT IS ATTACHED): -- UNITDEF -- EUF_MARINE -- -------------------------------------------------------------------------------- local unitName = "euf_marine" -------------------------------------------------------------------------------- local unitDef = { acceleration = 1.0, activateWhenBuilt = false, armortype = "LIGHT", badTargetCategory = "AIR", brakeRate = 1.5, buildCostEnergy = 150, buildCostMetal = 150, buildPic = "euf_marine.png", buildTime = 150, canAssist = false, canAttack = true, canBeAssisted = false, canBeCloaked = false, canGuard = true, canMove = true, canPatrol = true, canReclaim = false, canRepair = false, canstop = "1", category = "EUF LAND LANDAIR LIGHTARMOR", collisionVolumeOffsets = "0 0 0", collisionVolumeScales = "17 33 17", collisionVolumeType = "CylY", -- collisionVolumeTest = 1, corpse = "dead", customParams = { factionname = "imperials", helptext = "Basic combat unit. It can shoot airborne targets." }, defaultmissiontype = "Standby", description = "Combat unit and AA", energyMake = "-0.5", explodeAs = "NULL", firestandorders = "1", footprintX = 2, footprintZ = 2, iconType = "circle", idleAutoHeal = 2.5, idleTime = 400, mass = 1100, maxDamage = 900, maxSlope = 20, maxVelocity = 2.3, maxWaterDepth = 12, mobilestandorders = "1", movementClass = "Trooper2X2", name = "Marine", nanoColor = "0 0 0", noAutoFire = false, noChaseCategory = "AIR", objectName = "euf_marine.s3o", radarDistance = 512, reclaimSpeed = 0, repairSpeed = 0, resurrectSpeed = 0, script = 'euf_marine.lua', selfDestructAs = "NULL", showNanoFrame = false, showNanoSpray = false, side = "imperials", sightDistance = 512, smoothAnim = false, standingfireorder = "2", standingmoveorder = "1", terraformSpeed = 0, turnRate = 1500, unitname = "euf_marine", upright = true, workerTime = 0, sfxtypes = { explosiongenerators = { "custom:BLOOD_EXPLOSION", "custom:MARINEGUNFLARE", "custom:MARINEGROUNDFLASH", "custom:blood_spray", }, }, sounds = { canceldestruct = "", underattack = "voices_emergency", arrived = { "", }, cant = { "cannot", }, count = { "", "", "", "", "", "", }, ok = { "marine_move", }, select = { "marine_select", }, }, weapons = { [1] = { def = "ASSAULT_RIFLE", mainDir = "0 0 1", maxAngleDif = 180, onlyTargetCategory = "LANDAIR", badTargetCategory = "HEAVYARMOR", }, [2] = { def = "ASSAULT_RIFLE_BUNKER", onlyTargetCategory = "LANDAIR", badTargetCategory = "HEAVYARMOR", }, }, } -------------------------------------------------------------------------------- local weaponDefs = { ASSAULT_RIFLE = { avoidFriendly = true, burnblow = 0, collideFriendly = true, accuracy = 128, areaOfEffect = 16, cylinderTargeting = 1, energypershot = 0, explosionGenerator = "custom:SMALL_BULLET_FX", explosionScar = false, interceptedByShieldType = 1, name = "Marine Gun", range = 300, reloadtime = 1.6, soundStart = "marine_gunshot", soundStartVolume = 15, soundTrigger = true, sweepFire = true, tolerance = 3000, turret = true, weaponVelocity = 900, -- burst -------------------------------------------------- burst = 5, burstrate = 0.075, sprayangle = 1024, -- Weaponspecial ------------------------------------------ model = "gunshot.s3o", size = 5, stages = 0, weaponType = "Cannon", ------------------------------------------------------------ damage = { default = 28, flyer = (28*0.75), heavy = (28*0.75), light = 28, }, }, ASSAULT_RIFLE_BUNKER = { avoidFriendly = false, burnblow = 0, collideFriendly = false, accuracy = 128, areaOfEffect = 16, cylinderTargeting = 1, energypershot = 0, explosionGenerator = "custom:SMALL_BULLET_FX", explosionScar = false, interceptedByShieldType = 1, name = "Marine Gun Bunkered", range = 300, reloadtime = 1.6, soundStart = "marine_gunshot", soundStartVolume = 15, soundTrigger = true, sweepFire = true, tolerance = 3000, turret = true, weaponVelocity = 900, -- burst -------------------------------------------------- burst = 5, burstrate = 0.075, sprayangle = 1024, -- Weaponspecial ------------------------------------------ model = "gunshot.s3o", size = 5, stages = 0, weaponType = "Cannon", ------------------------------------------------------------ damage = { default = 28, flyer = (28*0.75), heavy = (28*0.75), light = 28, }, }, } unitDef.weaponDefs = weaponDefs -------------------------------------------------------------------------------- local featureDefs = { dead = { blocking = false, customParams = { resurrectintounit = "tc_skeleton", featuredecaytime = "60" }, damage = 300, mass = 1100, description = "Dead marine", energy = 0, footprintX = 2, footprintZ = 2, height = "5", hitdensity = "100", metal = 0, object = "euf_marine_dead.s3o", reclaimable = false, smoketime = 0, }, } unitDef.featureDefs = featureDefs -------------------------------------------------------------------------------- return lowerkeys({ [unitName] = unitDef }) -------------------------------------------------------------------------------- | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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azaremoth (reporter) 2013-06-02 12:54 |
Interestingly, I can see this bug for a unit (euf_sarge_lvl1) that has two instances of the very same weapon. One weapon fires - the other does not. |
Google_Frog (reporter) 2013-06-02 13:09 |
You should be more worried about them firing in the latest engine builds as the weapon indexes have been changed. You need to check your unit_script.lua. More info here http://springrts.com/mantis/view.php?id=3702 |
cleanrock (reporter) 2013-06-02 13:46 |
I tested cursed 1.253 and the marines seemed to fire a lot. But i suspect you miss the sweep firing sometimes, correct ? This might be related to the change in http://springrts.com/mantis/view.php?id=3367 |
azaremoth (reporter) 2013-06-02 15:04 |
Thx - I did only check the latest builds for working CEGs - thus I did not notice it. However an updated unit_script.lua solved that issue. =) |
Kloot (developer) 2013-08-10 15:20 |
So, no change required then? Otherwise just reopen. |
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Date Modified | Username | Field | Change |
---|---|---|---|
2013-06-01 17:35 | azaremoth | New Issue | |
2013-06-01 17:35 | azaremoth | File Added: euf_marine.lua | |
2013-06-02 12:52 | azaremoth | File Added: euf_sarge_lvl1.lua | |
2013-06-02 12:54 | azaremoth | Note Added: 0010814 | |
2013-06-02 13:09 | Google_Frog | Note Added: 0010815 | |
2013-06-02 13:46 | cleanrock | Note Added: 0010816 | |
2013-06-02 15:04 | azaremoth | Note Added: 0010817 | |
2013-08-10 15:20 | Kloot | Note Added: 0011256 | |
2013-08-10 15:20 | Kloot | Status | new => resolved |
2013-08-10 15:20 | Kloot | Resolution | open => no change required |
2013-08-10 15:20 | Kloot | Assigned To | => Kloot |