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IDProjectCategoryView StatusLast Update
0000180Spring engineGeneralpublic2007-11-03 17:07
ReporterNemo Assigned Toimbaczek  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Summary0000180: beamlasers don't follow burstfire tag.
DescriptionJust what the title says: beamlasers (beamlaser=1;) only follow the reloadtime tag, and not the burstfire tag. So bursts of beamlasers are impossible.

Since they don't follow burst firing, they also don't use sprayangle to determine the amount of spray within a burst.

I imagine this is a simple tweak, and it would help modders out - anything we can do to squeeze functionality out of the engine is always useful =)
TagsNo tags attached.
Checked infolog.txt for Errors

Activities

Nemo

2006-05-25 02:43

reporter   ~0000198

Just a quick add-on: The reason I want to use beamlasers is because they're currently the only weapon that doesn't have massive hit detection issues with very small units. Every other weapon type (default blob, .3do model, non-beam laser) will pass straight through units if they're moving quickly (weapon velocity 900) and attacking small units. Of course it would be amazing if these hit detection issues were addressed, but I'm guessing its easier to just let beamlasers use burst and bursttime tags.

KDR_11k

2007-11-03 09:47

reporter   ~0001398

BTW, this was fixed in SVN, you have to set beamburst=1 since normally a beamlaser uses the burst to keep the beam shooting for the beamtime.

imbaczek

2007-11-03 17:07

reporter   ~0001402

marking as fixed, then.

Issue History

Date Modified Username Field Change
2006-05-19 03:03 Nemo New Issue
2006-05-25 02:43 Nemo Note Added: 0000198
2007-11-03 09:47 KDR_11k Note Added: 0001398
2007-11-03 17:07 imbaczek Status new => resolved
2007-11-03 17:07 imbaczek Resolution open => fixed
2007-11-03 17:07 imbaczek Assigned To => imbaczek
2007-11-03 17:07 imbaczek Note Added: 0001402