Page 1 of 1

In spring 91 units can't forcefire where they don't have los

Posted: 15 Oct 2012, 00:31
by Forboding Angel
Only Affects units with commandfire = true,


In Evo, unitname is eexnukearty

Code: Select all

local weaponDefs = {
  nukeartyweapon = {
    badTargetCategory = [[ARMORED LIGHT]],
    accuracy           = 200,
    AreaOfEffect       = 1000,
    avoidFriendly      = false,
    ballistic          = true,
    cegTag             = "nukeartyshot",
    collideFriendly    = false,
	commandfire		   = true,
    explosionGenerator = "custom:nukeartyexpl",
	energypershot      = 100,
    id                 = 172,
    impulseFactor      = 0,
    interceptedByShieldType = 4,
    name               = "Light Cannon",
    range              = 2500,
    reloadtime         = 12,
    weaponType		   = "Cannon",
    soundHit           = "nukeartyhit.wav",
    soundStart         = "nukeartyshot.wav",
    startsmoke         = "1",
    tolerance          = 2000,
    turret             = true,
    weaponVelocity     = 800,
	customparams = {
	  damagetype		= "antibuilding",  
    }, 
    damage = {
      default           = 1000,
    },
  },
}

Re: In spring 91 units can't forcefire where they don't have

Posted: 15 Oct 2012, 19:46
by knorke
please make threads with more content.
Only Affects units with commandfire = true,
commandfire is a weapon thing, not unit.
i gave 3000 range to the ARM_DISINTEGRATOR and ARMCOMLASER, both used by arm_commander in xta.
3000 range is far outside LOS but dgunning and firing laser still worked.

Re: In spring 91 units can't forcefire where they don't have

Posted: 15 Oct 2012, 20:59
by Forboding Angel
Try it with a cannon, high trajectory weapon.

What more content do you need? Doesn't the weapondef give you everything?

It's a cannon with a range of 2500, It must be forcefired, it has a tolerance of 2000 and a velocity of 800 and high trajectory is forced. It has a problem of not being able to be force fired unless commandfire is removed.

I find it frustrating that you check with a dgun and a laser, but not with a cannon...

Re: In spring 91 units can't forcefire where they don't have

Posted: 15 Oct 2012, 21:16
by Forboding Angel
Image

Easily duplicated with armmart in BA (since you guys like using BA so much for testing).

Re: In spring 91 units can't forcefire where they don't have

Posted: 15 Oct 2012, 21:49
by Silentwings
Could you make it clearer what it is you're trying to test?

Armmart in BA does not use commandfire=true, by default.

So I tried adding commandfire=true to armmart weapon defs and the result was that it wouldn't fire at any spot on the ground, regardless of range/LOS.

Re: In spring 91 units can't forcefire where they don't have

Posted: 15 Oct 2012, 23:37
by Forboding Angel
The picture shows that the unit has an attack order, but the fact that it's pathing shows that the unit is moving, regardless of the fact that it has a clear line of fire to the targeted area.

Code: Select all

		weapondefs = {
			arm_artillery = {
accuracy           = 200,
    AreaOfEffect       = 1000,
    avoidFriendly      = false,
    ballistic          = true,
    collideFriendly    = false,
	commandfire		   = true,
	energypershot      = 100,
    id                 = 172,
    impulseFactor      = 0,
    interceptedByShieldType = 4,
    name               = "Light Cannon",
    range              = 2500,
    reloadtime         = 12,
    weaponType		   = "Cannon",
    startsmoke         = "1",
    tolerance          = 2000,
    turret             = true,
    weaponVelocity     = 800,
				damage = {
					bombers = 15,
					default = 165,
					fighters = 15,
					subs = 5,
					vtol = 15,
				},
			},
		},

Re: In spring 91 units can't forcefire where they don't have

Posted: 16 Oct 2012, 01:51
by knorke
what is that second weapondef? the one in
ba772.sdz \ units \ armmart.lua
looks very different.
What more content do you need?
maybe this:
Try it with a cannon, high trajectory weapon.
your threads are always so much guessing and witchfinding, iam out.

Re: In spring 91 units can't forcefire where they don't have

Posted: 16 Oct 2012, 02:31
by Forboding Angel
Obviously, it's my weapondef transplanted into an arm luger.

It occurred to me that i can achieve the same results by removing commandfire and setting the default firestate on these units to hold fire.