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Public Beta 4 Bug Reports

Started by TheJamsh, June 13, 2008, 01:22:47 AM

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mrtwosheds

I think I figured it out.
When I built them I put the hp_shield on the main body, not the turret, now in pb4 when they have a shield they don't try to use their turret... rebuilding!

mrtwosheds

#76
hmm, no moved the hp_shield on to the turret.
A dvatank without a shield works fine, one with a shield has a non rotating turret when driven by the AI, works fine with a human pilot. Worked fine with Ai in pb3.
Bummer, Daleks need shields.

OvermindDL1

I have not seen any Daleks in the past few seasons having shields...

Generated by OvermindDL1's Signature Auto-Add Script via GreaseMonkey


Feared_1

Quote from: mrtwosheds on August 02, 2008, 12:51:26 AM
Bummer, Daleks need shields.

That's the secret! Kill the shields and you slaughter the Daleks!

bigbadbogie

Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

mrtwosheds

More relevantly in The Legions of Skaro, they have 3 types of shields with custom textures and a huge array of weapons designed to have  differing levels of effect on each type. The Assault hover units make up about 50% of the said Legions, most of them use shields. :cry:

Im hoping for a response from GSH on this one.

GSH

Quote
Im hoping for a response from GSH on this one.

Vague descriptions online won't get any useful response. Be as specific as possible. I prefer a savegame that demonstrates the problem instantly.

-- GSH

Red Devil

I just tried putting a shield on an Assault Sabre and on a Warrior (with classlabel = "assaulthover") and the shields worked on both.
What box???

mrtwosheds

#83
Can't really do a save game, that you can use, custom race etc.
What appears to be happening is this
case 1
An AI assault hover unit with 2 cannons (2 guns not used by AI), and a shield fails to operate its turret correctly, and so ends up driving about trying to aim at enemy's and failing.
The same unit without a shield operates fine.

case2
An AI assault hover unit with 1 cannon, and a shield operates fine.

So it seems to be that If there is >1 weapon and a shield then the AI cannot operate its turret correctly.
This is new to pb4, units worked ok in pb3.

The cannons are mounted either side of the unit.
There are no problems with Human operation of this unit.
I am hoping that you can point out something new that I have missed.



Red Devil

What box???

mrtwosheds

The whole odf.

[GameObjectClass]
baseName = "dvatank"
geometryName = "dvatank02.xsi"
geometryScale = 1.0
classLabel = "assaulthover"
scrapValue = 10
scrapCost = 70
customCost = 80
maxHealth = 4500
maxAmmo = 5000
addHealth = 9
addAmmo = 10
aiAddHealth = 12
aiAddAmmo = 14
armorClass = H
collisionRadius = 8.0
unitName = "AssaultDalek"
isAssault = 0
aiName = "AssaultTankProcess"
aiName2 = "AssaultTankProcess"
buildTime = 10.0
heatSignature = 0.3
imageSignature = 0.5
radarSignature = 0.2
Mass = 30000
enableServiceTruckPull = 0
//explosionName = "xsuiscav"
needPilot = 1

provideCount = 3
provideName1 = "dvatank"
provideName2 = "assault"
provideName3 = "DefendUnit"

lightHard1 = "hp_light_1"
lightName1 = "eyeblue"
lightHard2 = "hp_light_3"
lightName2 = "earlight"

requireCount = 3
requireName1 = "dbfact"
requireText1 = "Build Factory"
requireName2 = "dbsbay"
requireText2 = "Build Service Bay"
requireName3 = "dbmaster"
requireText3 = "Build Master Dalek"

weaponMask = 00011
weaponHard1 = "HP_CANNON_1"
visualHard1 = "HP_DOCK_r1"
weaponAssault1 = 1
weaponName1 = "gaxcann_a"
weaponHard2 = "HP_CANNON_2"
visualHard2 = "HP_DOCK_r2"
weaponAssault2 = 1
weaponName2 = "gaxcann_a"
weaponHard3 = "HP_GUN_1"
visualHard3 = "HP_DOCK_h"
weaponAssault3 = 1
weaponName3 = "gdiscrim_a"
weaponHard4 = "HP_GUN_2"
visualHard4 = "HP_DOCK_p"
weaponAssault4 = 1
weaponName4 = "gdiscrim_a"
weaponHard5 = "HP_SHIELD_1"
weaponAssault5 = 0
weaponName5 = "gabsorber"

turretCount = 5
turretName1 = "turret_y"
turretName2 = "turret_x_1"
turretName3 = "turret_x_2"
turretName4 = "turret_x_3"
turretName5 = "eyestalk"

[CraftClass]
rangeScan = 320.0
periodScan = 2.0
velocJam = 5.0
engageRange = 250
braccelFactor = 0.01f
velFactor = 0.2f
steerFactor = 1.5f // 1.5
omegaFactor = .125f // 0.2


avoidSpeed = 16;
topSpeed = 28.5;

attackTask = "AssaultTankAttack"
subAttackTask = "SupportSubAttack"
subAttackClass = "ANS"
// include air units as attack targets
// doesn't need to deploy to sub attack
// doesn't move towards unit in sub attack

selectWaitMsg = "iobey.wav"
selectAttackMsg = "regasnmd.wav"
selectFollowMsg = "iobey.wav"
selectGoMsg = "extallhum.wav"
selectOtherMsg = "iobey.wav"

goMsg = "dmove.wav"
attackMsg = "exterminad.wav"
followMeMsg = "dmove.wav"
followMsg = "iobeyd.wav"
repairMsg = "iobeyd.wav"
reloadMsg = "iobeyd.wav"
rescueMsg = "interupt.wav"
recycleMsg = "exterm.wav"
otherMsg = "inferiod.wav"
holdMsg = "stay.wav"

user1Msg = "" 
killedMsg = "supreme.wav"
diedMsg = ""


[HoverCraftClass]
setAltitude = .875     //Height from the ground
accelDragStop = 22.0    //Time of hands-off stop (more stops faster)
accelDragFull = 1.0   // 1.0 //Can't see any difference
accelThrust = 25 // 15.0 //Acceleration/deceleration (more = quicker!)
accelBrake = 30 //10.0 //braking effect, more is more
aiAccelDrag = 20 //10

alphaTrack = 16.0 // 14.0 //15.0 //Speed at which the ship rights itself, terrain following
alphaDamp = 16.0 // 6.0    // 10.0 // Shock absorbers - steadiness of ship, gyros in effect
pitchPitch = 0.0 // 0.05  Nose movement up (less is less)
pitchThrust = 0.0 //0.05 Nose movement down (less is..urr less)
rollStrafe = 0.0 //  Amount of Roll while strafing (bigger is more)
rollSteer = 0.0 // Amount of Roll while steering (bigger is more)

velocForward = 28
velocReverse = 18 


omegaSpin = 1.0   //Speed of spinning while motionless (more is quicker)
omegaTurn = 1.0 //Speed of spinning while in motion (more is quicker)
accelJump = 30 //Jump limiter
LIFT_SPRING = 25.0
LIFT_DAMP = 10.0//6.25

soundThrust = "dalekthr.wav"

[AssaultHoverClass]
yawRate = 3.14
pitchMin = -1.57
pitchMax = 1.57



Red Devil

Looks fine to me.  Try commenting out the guns and moving the Shield to their slot.

aiAccelDrag = 20 //10    isn't read for hover.
What box???

mrtwosheds

#87
The cases 1&2 have been shown to not be totally correct, as I now have an assault hover with just 1 gun_a and a shield that also malfunctions...further diagnosis is required.

one significant difference between the units that can't use shield and those that can is the disabled ones have 5 turrets the ones that work have 4.....hmmm.

turretCount = 5
turretName1 = "turret_y"
turretName2 = "turret_x_1"
turretName3 = "turret_x_2"
turretName4 = "turret_x_3"
turretName5 = "eyestalk"

.....nope its not that...

mrtwosheds

So I have 2 dvrckt, they both use the same model.
The only difference is that one has 1x rocket_c 1x rocket_a, the other has 2x rocket_a.
Both work without a shield.

If it has a shield, the one without a rocket_c  appears to develop a problem if they are ordered to attack a combat category unit.


Problem description
Assault hover vehicle, without combat weapon + shield +combat target. Does not fire, does not rotate its turret, drives toward target until it collides.
If this unit does not have a shield the problem does not occur.
If ordered to attack a building the turret rotates and it fires.

So it could be trying to use the shield (default combat?) to attack a combat target. Its almost genius... might even be a useful bug for
people wanting to create units that ram things :-D

I might see if I can fix it with assault/combat shields.

mrtwosheds

Yes!, Assault/ combat flavour shields stops this ramming/country dancing problem from occurring with these units.
  :mrgreen: