Page 1 of 2

Berthas did not fire

Posted: 30 Jun 2006, 21:30
by Solidcube
Hi, I was involved in a 4 player FFA today on AA 2.1. I built seven berthas in the middle of Greenhaven and put them on "hold fire" as soon as they were built.

When it came time to fire, they refused. They would not fire. I tried them in all fire modes (FAW, hold fire, return fire) and none worked. They wouldn't fire no matter where on the map I told them to target, and they wouldn't fire at enemy units even though they would track.

This is the only time it's happened to me; just letting you know.

Posted: 30 Jun 2006, 21:33
by Forboding Angel
did it ever occur to you to post this in the AA THREAD?

kthx

Posted: 30 Jun 2006, 21:37
by Solidcube
That's the last time I submit a bug report. I have about 10 other Spring bugs documented including stack traces but if this is the response I receive, you can go fuck yourself.

Posted: 30 Jun 2006, 22:02
by Aun
Solidcube wrote:That's the last time I submit a bug report. I have about 10 other Spring bugs documented including stack traces but if this is the response I receive, you can go fuck yourself.
Oh for the love of... That was hardly an offensive post from FA:

Help & Bugs forum description - "Discuss your problems with the latest release here"

It's for Spring bugs, not mod specific bugs.

Mods forum description - "Discuss mods, unit making and stuff like that here. So that includes discussions about getting OTA to work etc."

---

Down to business - Was there blocking terrain, or any units nearby your berthas? Did you have enough energy/storage for them to fire?

Posted: 30 Jun 2006, 22:17
by Drone_Fragger
You obviously didn't read the readme. Post all AA BUGS IN THE AA FORUMS OR THREAD.

Posted: 30 Jun 2006, 23:26
by Dragon45
Jesus Christ, stfu dumbasses! Clearly he's new, maybe he didnt know?

You didn't know the forum rules popping out of your mother's wombs, now did you? Jesus.

Post the reports/traces, mate, and dont listen to these clowns :P

Posted: 01 Jul 2006, 00:21
by Drone_Fragger
Dragon45 wrote:Jesus Christ, stfu dumbasses! Clearly he's new, maybe he didnt know?

You didn't know the forum rules popping out of your mother's wombs, now did you? Jesus.

Post the reports/traces, mate, and dont listen to these clowns :P
The readme is there for a reason? You always read the readme when you installerise Anything.

Posted: 01 Jul 2006, 00:44
by Tobi
err, no one reads readmes. Maybe some ideal people do, but you generally have to assume people dont read readmes or documentation.

Posted: 01 Jul 2006, 00:49
by SinbadEV
I only read the read me when I run into trouble, or when I get bored of playing and can't find anything better to do.

Posted: 01 Jul 2006, 01:52
by mongus
Back on topic Solidcube...


well there is a known bug, with arrowkeys changing fire modes.

that means, dont use arrow keys to move screen around. use middle mouse button to lock the mouse on the camera.

Now, i some games yesterday, my skeeters (xta) refused to fire over planes.., its hardly possible it was the fires state, as i switched through all of them.

skeeters have 2 weapons.

I do use the arrow keys very little... but at game start only usually.. and no units selected.. also those skeeters were firing on some other target, but didnt fire the planes..


in a game i specced, a guy's popup, didnt fire either, (had radar coverage, no jammer)...

it later worked, not sure what it was, possibly the keys thing...


so, something is happening.. and dont be discouraged of posting your bug findings, just try to be specific if its a mod thing, or an engine thing you are talking about.

Posted: 01 Jul 2006, 01:53
by AF
Cant that arrow key thing be fixed using the keybindings file?

Posted: 01 Jul 2006, 01:53
by mongus
AF wrote:Cant that arrow key thing be fixed using the keybindings file?
not tested. brb.


uhh..

now..

why does W work as "control w"..?

Control_W AllMap+_Not_Aircraft_Weapons+_ClearSelection_SelectAll+


but... .. not in all map, only in view..

and i dont have 'w' mapped to anything right now. not in uikeys nor selectkeys.


e: well ... if you have stuff at selectkeys.txt commented out like in:

Control_R AllMap+_Radar+_ClearSelection_SelectAll+
//Control_W AllMap+_Not_Aircraft_Weapons+_ClearSelection_SelectAll+
//Control_X Visible+_Weapons+_SelectNum_5+


and you have .. some of those keys assignated to moverforward, like in:

bind 'w' moveforward

you will get wierd stuff going on... like things gettint selected..

also, if you have keys in selectkeys.txt and use 'moveback' or 'moveright' assigned to the same keys in uikesys.txt, the keys may not work as moveleft etc.

like bind 'f' moveright
and
F Visible+_InPrevSel+_ClearSelection_SelectPart_50+

wont work.

as for the original test.. brb.

mapping the camera move to 1253 seems to work fine. (coment out groups 1235).


but! i am suspicious its not that what provoked no attack behaviour.

Posted: 01 Jul 2006, 02:55
by Caydr
Tired. Too tired to read whole thread. Just wanted to say, if there's anything built anywhere near a bertha, they won't shoot. Same deal for nuke launchers apparently, though I've never seen it happen.

Certainly NOT to mention the idiotic tree bug that's probably causing the problem you're posting about.

Re: Berthas did not fire

Posted: 01 Jul 2006, 03:11
by mongus
Solidcube wrote: and they wouldn't fire at enemy units even though they would track.
oh i missed that.

its very possibly you didn't have the energy for the berthas to fire.

non firing berthas

Posted: 02 Jul 2006, 02:25
by planC
I tried both XTA mod and AA mod, and in both my berthas didn't fire most of the time. So it seems to be a TASpring bug after all.

Re: non firing berthas

Posted: 02 Jul 2006, 02:40
by Caydr
planC wrote:I tried both XTA mod and AA mod, and in both my berthas didn't fire most of the time. So it seems to be a TASpring bug after all.
Tried it on a map with no evil game-breaking trees?

Posted: 02 Jul 2006, 03:32
by planC
I tried it on the SpeedMetal map. So no, there were no trees. ;)
Btw, I had 13k of energy, so that wasn't it either.

Posted: 02 Jul 2006, 03:42
by esteroth12
never say speedmetal! :P

you had no units near the bertha, right?
Caydr wrote:Tired. Too tired to read whole thread. Just wanted to say, if there's anything built anywhere near a bertha, they won't shoot. Same deal for nuke launchers apparently, though I've never seen it happen.

Certainly NOT to mention the idiotic tree bug that's probably causing the problem you're posting about.
you only mentioned trees and E

Posted: 02 Jul 2006, 04:49
by planC
Sorry guys, it was me who was buggy :? , not TASpring. Berthas and Intimidators don't fire when anything big and friendly (such as a Krogoth or a tall building) is in their firing path. When a big building is right next to a Bertha, it may refuse to fire as well. So leave some space in between Berthas.

I can't remember to have ever had the same problem with the original TA. Maybe TA didn't check whether something blocks the firing path? TASpring does it quite nicely actually. When a Krogoth crosses the firing paths of a few Intimidators, the Intimidators stop firing for a while and continue when the Krogoth is out of their way.

Consider my last two replies as solved.

Posted: 02 Jul 2006, 05:14
by esteroth12
OTA didnt check because there allied munitions flew right through allied units/structures ;) (it was everything, right? not just flashes?)