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IDProjectCategoryView StatusLast Update
0002471Spring engineGeneralpublic2011-07-03 12:40
ReporterKingRaptor Assigned ToKloot  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Product Version0.82.7+git 
Fixed 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

Activities

KingRaptor

2011-07-01 15:49

reporter   ~0006836

Problem persists in 0.82.3-2384-g0387e6a

Kloot

2011-07-02 22:07

developer   ~0006865

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.

KingRaptor

2011-07-03 05:38

reporter   ~0006868

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)

Kloot

2011-07-03 12:39

developer   ~0006871

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).

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