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IDProjectCategoryView StatusLast Update
0005708Spring engineUnit Scriptingpublic2017-08-21 16:42
Reporterraaar Assigned To 
PrioritynormalSeveritymajorReproducibilityalways
Status closedResolutionno change required 
Product Version103.0 
Summary0005708: allowNonBlockingAim weapon def allows the unit to fire ignoring piece directions and tolerance settings
Descriptionthe bug is not that the units don't aim or fire. The tag works, what i'm complaining is that when it's enabled the guns will fire anyway regardless of where it's aiming which looks bad.

It seems to not happen for the first target, but happens on all subsequent targets
Steps To Reproducespawned armflash then armwin for another team behind it multiple times:

allownonblockingaim=0 : weapon aims, then fires
allownonblockingaim=1 : weapon aims, then fires (first spawn), but on subsequent spawns the weapon fires immediately without waiting for the turn

it still aims (turret turning animation etc)
between spawning enemy targets i wait for the restore position animation where the turret returns to forward facing position

i did the test on a modified BA 9.46
yesterday i was making the test with firetolerance set, today i made the test without setting firetolerance. The tolerance tag (it's a different tag) is set to 5000 for armflash's weapon
Additional Informationmade the test on a BA 9.46
TagsNo tags attached.
Checked infolog.txt for Errors

Activities

Kloot

2017-08-21 16:39

developer   ~0018237

Last edited: 2017-08-21 16:42

this is like complaining that setting a boolean to true makes it true.

the one and only purpose of allowNonBlockingAim (strange as it may be) is to bypass weapon aiming, not to look good.

Issue History

Date Modified Username Field Change
2017-08-16 18:52 raaar New Issue
2017-08-21 16:39 Kloot Status new => closed
2017-08-21 16:39 Kloot Resolution open => no change required
2017-08-21 16:39 Kloot Note Added: 0018237
2017-08-21 16:42 Kloot Note Edited: 0018237