Weird Weapons Bug

Weird Weapons Bug

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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Weird Weapons Bug

Post by FLOZi »

0.63B2, *some* line of sight weapons in my mod with smoketrail=1; hang in the air when they are fired and then promptly turn 90 degrees downwards and shoot into the ground, destroying the firing unit.

They worked fine in 0.5x

Here's one that works:

Code: Select all

[RUSAT-3]
	{
	ID=138;
	name=RUSAT-3;
	rendertype=1;
	lineofsight=1;
	turret=1;
	model=WEAPAT-3;
	noautorange=1;
	weapontimer=20;
	range=3000;
	reloadtime=10;
	weaponvelocity=115;//115*4
	startvelocity=0;
	weaponacceleration=200;
	turnrate=3000;//6000
	areaofeffect=4;
	tolerance=48000;
	pitchtolerance=12000;
	energypershot=125;
	firestarter=100;
	smokedelay=.0;
	guidance=1;
	selfprop=1;
	smoketrail=1;
	startsmoke=1;
	[DAMAGE]
		{
		default=4000;
		//Special damages
		RUST-64A=3620;
		}
	}
And one that exhibits the bug:

Code: Select all

[RUSRPG-7]
	{
	ID=131;
	name=RUSRPG-7;
	rendertype=1;
	model=WEAPRPG-7;
	lineofsight=1; 
	turret=1;
	weapontimer=20; // added this in to test the bug, no change
	range=400;
	reloadtime=14;
	weaponvelocity=560;//140*4
	areaofeffect=8;
	soundstart=RPG-2;
	accuracy=200;
	tolerance=3000;
	pitchtolerance=8000;
	energypershot=10;
	smoketrail=1;
	smokedelay=1;
	selfprop=1; // added this too, no change
	startsmoke=1; //and this

	[DAMAGE]
		{
		default=3200;
		//Special damages
		GBRChieftain=1438;
		GBRConqueror=2371;
		RUST-10M=2896;
		RUST-64A=1302;
		}
	}
HERE is a video of the unit/weapon above. (A couple of other weapons do it also)

Any ideas? :(
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

We use the weaponacceleration and startvelocity from 0.63b2 so if both is 0 the missile will never move until its timer run out and it goes to the ground.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Yes that fixed it. :) May I ask WHY that was changed tho? ;)
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