v0.90a Bug Report Thread
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A weapon driver driving a parent section does not return to normal facing angle after target is destroyed or moved out of sight, rather it is stuck at facing the dead target or target's last known position, until a new target comes in. In BSF normal weapons losing target will mean they return to their normal facing angle, i.e. the angle the weapon is configured to face in SM, and the initial angle of facing when the ship spawns.Kaelis wrote:Elaborate, please. Not clear enough.AnnihilatorX wrote:Turret with drivers does not return to their initial facing angle but fixed to a dead target last targeted.
EDIT:
My bad. Although the above bug exists, it is only applicable if your driver weapon is the direct children of the parent section being driven
Last edited by AnnihilatorX on Sat Feb 07, 2009 5:22 am, edited 1 time in total.
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Code: Select all
ERROR in
action number 1
of Other Event: User Defined 1
for object ctr_BeamTurrets:
In script tr_fire:
Error in code at line 9:
if instance_exists(tr_onch[argument0,i].id) then
at position 46: Unknown variable id
Not always reproducable.
I think it's something to do with when the triggered object is destroyed while the weapon triggering it is intact.
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Annihilator: Your problem is caused by your driver being parented to the turret section it controls. For whatever reason, when you make a turret section, the driver has to be paranted elsewhere. I had this problem when I first tried using drivers.
Will work for kewl sig/av
[i]There are only 10 kinds of people in the world, those who understand binary and those who don't.[/i]
[i]There are only 10 kinds of people in the world, those who understand binary and those who don't.[/i]
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lol thanks
anyway
Weapons with large initial deviation value will fire when player is targeting enemy ship by right clicking, even though the target is outside their specified arc range, and even if arc range is zero.
Auto fire obeys the arc rule. It's just the manual target that's the problem.
This may sound trivial but it interferes with proper triggering and effects
E.g. you will trigger something you don't want to trigger
anyway
Weapons with large initial deviation value will fire when player is targeting enemy ship by right clicking, even though the target is outside their specified arc range, and even if arc range is zero.
Auto fire obeys the arc rule. It's just the manual target that's the problem.
This may sound trivial but it interferes with proper triggering and effects
E.g. you will trigger something you don't want to trigger
Read the documentation, will you?AnnihilatorX wrote:A weapon driver driving a parent section does not return to normal facing...Kaelis wrote:Elaborate, please. Not clear enough.AnnihilatorX wrote:Turret with drivers does not return to their initial facing angle but fixed to a dead target last targeted.
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I have read it.Kaelis wrote:Read the documentation, will you?AnnihilatorX wrote:A weapon driver driving a parent section does not return to normal facing...Kaelis wrote: Elaborate, please. Not clear enough.
In 0.90 doing so crashes the game in but since you fixed the crash in 0.90a I thought it's fine doing that way.
Then either you didnt understand or didnt read it thoroughly enough. The documentation clearly states (with underline) that drivers should not be parented to sections they drive.AnnihilatorX wrote:I have read it.
Huh? No idea what are you talking about.AnnihilatorX wrote:In 0.90 doing so crashes the game in but since you fixed the crash in 0.90a I thought it's fine doing that way.
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I feel so stupid putting this here but ti has made the game almost unplayable. The music isn't loading. I have tried uninstalling the game but it isn't working. Could I manually replace the files?
ERROR in
action number 1
of Create Event
for object ctr_Blockade:
Failed to play song -
ERROR in
action number 1
of Create Event
for object ctr_Blockade:
Failed to play song -
[img]http://img396.imageshack.us/img396/6213/linkfansignatureli5.jpg[/img]