Dropped burst weapons

Dropped burst weapons

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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

Dropped burst weapons

Post by FLOZi »

Don't work. :wink:

i.e. if a weapon is dropped and is also a burst weapon it will only fire once, not for each time in the burst as it should
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Also; as I have noted before:

Burst weapons do not function in the correct fashion, compared to TA.

In TA a burst weapon would fire each round of the burst, wait for the burstrate, and once finished wait for the reloadtime.

In Spring a burst weapon fires a burst and starts counting down the reloadtime while the remaining rounds of the burst are firing; as such, a new burst can begin before the previous is finished (bad!).


Another very important issue;

Spring does not read energyuse for mobile units, it seems. In TA the energyuse was drained when the unit was moving, in Spring it is not dealt with at all for mobile units. This is a very large balance issue in mods such as AATA and more than likely almost all others!

Upon further checking, it is drained for aircraft, but not ground units!

edit:

Upon even FURTHER checking, it DOES work for SWTA droids, but not any AATA or TACW ground units(despite working in TA)! What is going on!? :(

edit2:

Gnome has found the answer, it requires:
ActivateWhenBuilt=1;
To drain energy when moving.
Yet another undocumented foible of Spring modding. *sigh* :cry:

Edit numero 3:

ActivateWhenBuilt just makes it drain energy all the time; what is actually required to implement drain when move, and ONLY when move (i.e. TA default behaviour) is to use set ACTIVATION to 1 and vice versa for Start and StopMoving(), respectively.
Sean Mirrsen
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Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

I'll correct you there - in TA, burst weapons count reloadtime from start of burst, not from end of burst. I'll quote the EMG:

Code: Select all

reloadtime=.4;
burst=3;
burstrate=.1;
This means the burst takes 0.3 seconds, and after it ends, another begins in 0.1 seconds, resulting in continuous fire from two barrels.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

No - it does not.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

FLOZi wrote:In TA a burst weapon would fire each round of the burst, wait for the burstrate, and once finished wait for the reloadtime.

In Spring a burst weapon fires a burst and starts counting down the reloadtime while the remaining rounds of the burst are firing; as such, a new burst can begin before the previous is finished (bad!).
Sure of this? As I was experimenting with weapons in TA, I was sure that I made some burst weapons with interlaced burst once.

And I'm pretty sure the reload countdown starts from first, not last, shot of the burst, in TA.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Well there is certainly a disparity; AATA and TACW burst weapons that fire in bursts in TA emit constant streams of blobs in Spring. :|

Anyway, my vendetta agains the burst weapons has been relaxed seen as it adds functionality (or apparantly doesn't. But that means something altogether weirder is happening) *sigh*

Dropped burst weapons, please! :cry:
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Nemo
Spring 1944 Developer
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Post by Nemo »

Excuse me if I'm saying something stupid/newbish, but aren't bombs dropped burst weapons? Hence the ability to drop ~6 bombs at once and then have to reload for some time?

I know they weren't in TA, because with decent micro you could pull the linebombing trick, but in Spring I'm pretty sure that bombers use burstfire.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

For once I am not wrong:

Code: Select all

[ARMBOMB]
	{
	ID=3;
	name=Bombs;
	rendertype=6;
	dropped=1;

	model=bomb;

	range=1200;
	reloadtime=.18; 
	areaofeffect=48; // 72
	soundstart=bombrel;
	soundhit=xplomed2;
	

/*
	explosiongaf=fx;
	explosionart=explode3;
*/
	explosiongaf=artgaf;
	explosionart=artexp;

	
	waterexplosiongaf=fx;
	waterexplosionart=h2o;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplash;
	
	metal=10; 
	energy=50; 
	
	[DAMAGE]
		{
		default=168;//158;
		}
	}
All XTA bombs are the same. No bursts.
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Nemo
Spring 1944 Developer
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Post by Nemo »

Serves me right for opening my mouth without first checking.

It is strange though, they have burst functionality without being a burst weapon? For proof, take control of a bomber and force fire. It drops multiple bombs, and then reloads for a while. There is no reload between bombs, only between *sets* of bombs.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

ill investigate


edit:

That is odd. :x

Something to do with attack run length, perhaps? It'd explain it in RTS view but not so much in FPS.
SJ
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Post by SJ »

The thing is that we wanted standard TA units to work. But in standard TA bombers doesnt have burst but instead a very short reload time which lead to stuff like gnug bombing. So as a hack we wrote some code that will check if a weapon is a bomb dropper and not having bursts. In that case we will give it a burst of 8 and use the reload time as burst reload time while setting reload time to 5 or something like that. I suppose that since all mods are more or less custom made for spring these days we might remove this in the future.

About reload time and bursts. Although i guess the documentation somewhere might state that the reload time is from the end of the burst I dont think that is how it works out in practice. Thats also probably why OTA flash are a better than Instigators (iirc they would be equal if the reload worked from the end of the burst)
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Spiked has also confirmed it. Guess I was wrong. :oops:

*rapidly conceals burst weapon jihad* :shock:

Ah, more hardcoded Spring wierdness! :P Either some tags to alter those hardcoded values or just the ability to have dropped burst weapons would be really nice, ;)

or I have to start messing with AATA carpet bombers :(
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

Well, I had MANY problems with the hard-coded bombs...

Maestro's bomb-dispersal mode (e.g. carpet bombing) is impossible since Spring drops bombs from the unit's origin and there is no way to go around this, I have managed to make bombs out of ballistic weapons by giving them very low velocity, but it does look a little odd and the bombs are dropped a little bit before the target rather than on-target which is quite frustrating.

Also Spring also defaults dropping at LEAST 2 bombs at ONCE, so if you have a super-powerful bomb that should only drop ONCE, it drops it TWICE, making the weapon potentionally 500% more destructive, also guided bombs/dropped weapons don't work in spring.
mongus
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Joined: 15 Apr 2005, 18:52

Post by mongus »

can a burst "switch" fire pieces for every shot in the burst?

like a raven shooting from every hole instead of the middle one only.
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

No, it can't, and like GZ just said anyway the bombs are hard coded to originate from the center of the unit no matter what.
maestro
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Joined: 08 Jun 2005, 11:10

Post by maestro »

Ugh... that should be changed :(
we want spring to have less restriction, not more restriction, compared to OTA.....
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

I fully agree with you 100% Maestro, I would like alot more compatibility with OTA plus some new features, I prefer tagged features but the devs don't like it...ugh...
mongus
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Joined: 15 Apr 2005, 18:52

Post by mongus »

Sorry to interfere into this, but any of you feels like filling the feature request?

If i do it, would ask for the burst switching pieces for every shot, but not sure if this is all about that. :?
maestro
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Joined: 08 Jun 2005, 11:10

Post by maestro »

mongus wrote:Sorry to interfere into this, but any of you feels like filling the feature request?

If i do it, would ask for the burst switching pieces for every shot, but not sure if this is all about that. :?
where the 'feature request' ?
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Pxtl
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Hmmph

Post by Pxtl »

Starting to think there'll need to be different tag sets to accomodate transition between old TA fruitiness and newer mods. A header defining the set as "OTA compatability" or "Spring vN" and then handle the tags differently.
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