Pad Aircraft Burst Weapons

Bug #1011359 reported by Nemo Starem on 2012-06-11
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Undecided
Unassigned

Bug Description

Ok, I am pretty sure this is a new thing and real

Since I downloaded the last "fat man" 0.2 beta version, my pad aircraft with burst weapons haven't fired properly.

Maybe somebody already noticed it because it is quite obvious...

- All the "burst" shots are sent together in the same moment, notwithstanding default burst delay.

- Custom burst delays don't work either...

Graion Dilach (graiondilach) wrote :

Show codes.

Nemo Starem (igal-igal) wrote :

I said I alreadyhad done that;

[ARPD]
UIName=NOSTR:Predator Drone
Name=Predator Drone
Prerequisite=AMRADR,GAROBO
Primary=HellFireD ;Maverick0 ;change to anti-infantry land missile
;ElitePrimary=Maverick0E
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
BurstDelay0=25
Strength=100
Category=AirPower
Armor=light
TechLevel=9
Sight=6
RadarInvisible=yes
Landable=yes
MoveToShroud=no
Dock=NAAIRB,GAAIRC,AMRADR,YASPAD
PipScale=Ammo
Speed=18
PitchSpeed=1.1
PitchAngle=0
OmniFire=yes
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Americans
Cost=400
Points=25
ROT=3
Ammo=1
PipWrap=1

ConsideredAircraft=yes
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=0
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes

VoiceSelect=TerrorDroneSelect
VoiceAttack=TerrorDroneAttackCommand
VoiceMove=TerrorDroneMove
VoiceFeedback=
DieSound=TerrorDroneDie
MoveSound=TerrorDroneMoveLoop
;CrashingSound=BlackEagleDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackEagleTakeOff ;Taking off
;AuxSound2=BlackEagleLanding ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
;PreventAttackMove=yes
Crewed=no
Trainable=no
;PoweredUnit=yes

;* * *

[HellFireD]
Damage=25 ;125
ROF=100
Range=9
Projectile=SinMis ;AirToGroundMissile ;CyanMisO ; ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=75
Warhead=HellWH
Report=BlackEagleAttack
Burst=7 ;2
Anim=GUNFIRE

_____________________

Still fired all of them simultneously. Happened with all other pad aircraft too. And did not happen on previous versions.

Graion Dilach (graiondilach) wrote :

OK, I'll check it out tomorrow... but ModEnc says the tag is a VehicleType flag, not an Aircraft so I more consider this as a feature request than a bugreport.

Nemo Starem (igal-igal) wrote :

Before, these aircraft (maybe) didn't follow BurstDelay, I don't know. But still, they had a default burst delay.
Now, As far I as I see, no matter how many burst=X they shoot it all as once as a single shot, which is gameplay-wise and aestethically useless.

DCoder DCoder (dcoder1337) wrote :

The aircraft burst code was not changed (intentionally, at least), and as far as I can see, all aircraft Burst shots are fired at the exact same time in the stock game as well. http://dc0d3r.name/src2/AircraftClass/Mission_Attack.cpp

Graion Dilach (graiondilach) wrote :

Confirmed D. Fighters never had a BurstDelay to begin with... maybe the Burst's FLH-switching generated your delay.

Graion Dilach (graiondilach) wrote :

At least, the Harrier didn't have a delay if it's Maverick has a Burst=2 with WW FLH.

Nemo Starem (igal-igal) wrote :

It was not the FLH...

For example, I had an anti-air MIG that fired 3 anti-aircraft missiles in a burst. With a previous version, they all fired with a delay. Now, you just see 2 of them, firing at the same time from the FLH change (one with negative value from burst code) - and one of the sides is actually 2 shots. I think you get what I am saying. Also, that does not create observable/significant delay, just that fires from different positions...

Also, for example, Boris's MIGs are a kind of (real, not "unit-type") aircraft with a burst weapon (AAIK) and they have/had a delay.

In other uses:
- MO mod had a "starflare" and other aircraft with burst weapons, and didn't fire all at once.

- I have a Chaos Bomber that uses a blimp-like weapon, and it fires with delay multiple shots.
(however, this is strange, since no burst is defined on the weapon. Maybe a remanent of old TS carpet bombing with Orca and such)

Nemo Starem (igal-igal) wrote :

Well, that confirms the last thing I said, but as an article, it is rather incomplete. It also said fighters ignore Burst= , but they don't actually ignore it, they fire it all at once (I changed the page though on that).

Furthermore, the table does not say what combinations lead to outcomes 3 and 4.

However it will still be useful...

But I would like to use burst in that kind of aircraft, so take it as a "feature request" if you see it like that...
I am plenty sure it worked in a previous Ares version, because I noticed the change when updating. Maybe it was unintended, but still...

Nemo Starem (igal-igal) wrote :

(and thank you for your time anyways)

Graion Dilach (graiondilach) wrote :

While the article feels incomplete, the four different behaviour could easily be figured out just by reading through the INI codes of theirs.

MO's Starflare is Hornet-strafer.

And tbh... I have checked this within 1.001 and latest FatMan. There was no change. I don't know what you noticed.

Graion Dilach (graiondilach) wrote :

Maybe.... just maybe you can delay Burst via attaching a particle to the firing anim (but that might kill Burst entirely, untested).

Nemo Starem (igal-igal) wrote :

I meant in another, previous, Version of Ares it worked, not vanilla YR...

What INIs?
You mean in other mods like MO?
Haven't actually extracted them, have them in another PC and some modders use protection so I don't bother to try to see their INIs.

Or ah you mean the default ones. Well, 2 of 4 of that behaviours are unused in RA2, and one of the other two is not used on Pad Aircraft so it is still a stretch to be sure how to get it... but yes, one can try. Still, I'd rather see the problem fixed, as it does not *seem* like anything new or big deal, and could help many modders potentially.

Graion Dilach (graiondilach) wrote :

Kid, an aircraft is an aircraft. It doesn't matter, if it's docked or spawned. And comparing TS and RA2 codes of the aforementioned aircrafts will teach you the stuff.

It never worked in Ares.

Nemo Starem (igal-igal) wrote :

I know what I saw and played. And I believe my experience better than your words. You can disbelieve me if you wish, but don't tell me what I have already seen for myself.

And All my aircraft are already functional anyways, I just wanted to contribute to the proyect, it is not a personal problem with my game.

Graion Dilach (graiondilach) wrote :

Then tell you the version you say you worked and I will search out the cause.

Because I also have a bursted Fighter and here it never ever worked.

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