View Issue Details

IDProjectCategoryView StatusLast Update
0003824Spring enginepublic2013-08-10 15:20
Reporterazaremoth Assigned ToKloot  
PrioritynormalSeveritymajorReproducibilityalways
Status resolvedResolutionno change required 
Product Version94.1 
Summary0003824: Several weapons do aim but cannot fire
DescriptionSeveral 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 InformationUNIT 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 })

--------------------------------------------------------------------------------
TagsNo tags attached.
Attached Files
euf_marine.lua (Attachment missing)
euf_sarge_lvl1.lua (Attachment missing)
Checked infolog.txt for Errors

Activities

azaremoth

2013-06-02 12:54

reporter   ~0010814

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

2013-06-02 13:09

reporter   ~0010815

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

2013-06-02 13:46

reporter   ~0010816

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

2013-06-02 15:04

reporter   ~0010817

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

2013-08-10 15:20

developer   ~0011256

So, no change required then? Otherwise just reopen.

Issue History

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