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Weird Weapons Bug

Posted: 22 Sep 2005, 21:55
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? :(

Posted: 22 Sep 2005, 23:37
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.

Posted: 23 Sep 2005, 16:32
by FLOZi
Yes that fixed it. :) May I ask WHY that was changed tho? ;)