Nuke resets to [Lighting] values despite trigger/action changes

Bug #1116613 reported by OmegaBolt
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Confirmed
Undecided
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Bug Description

I've noticed in MO3.0 and my own mod that the Nuke SW, after the flash, resets the light back to the original [Lighting] values of the map rather than to the previous values. This means any changes made using the trigger actions Set Ambient Light etc are essentially useless if a Nuke is then fired afterwards.

Here is my Nuke code.

; Nuke Silo Superweapon
[NukeSpecial]
UIName=NOSTR:Nuke Attack
Name=Nuke Attack
IsPowered=true
RechargeTime=12
Type=MultiMissile
SidebarImage=NUKEICON
Action=Nuke
WeaponType=NukeCarrier
ShowTimer=yes
DisableableFromShell=no
AIDefendAgainst=yes
Range=7
SW.FireIntoShroud=yes
SW.ActivationSound=NukeSiren
SW.AITargeting=Nuke
EVA.Impatient=EVA_NotReady
Nuke.Payload=NukePayload
Nuke.TakeOff=NUKETO
Nuke.PsiWarning=PSIWARN
Nuke.SiloLaunch=yes
Light.Ambient=200
Light.Red=175
Light.Green=150
Light.Blue=125

I tested on a map which features a day and night cycle. Firing the nuke during the "night" portion obviously reverts it back to full brightness and seems a bit silly! I tried WITHOUT the Lighting.X tags and it had the same effect and also tried those tags on the Weather Storm but DIDN'T notice the same issue, so it seems only to affect the Nuke (Dominator untested atm though).

Revision history for this message
OmegaBolt (omegabolt) wrote :

Also note this is in v03 13.19.1183 and 0.2p2.

Revision history for this message
OmegaBolt (omegabolt) wrote :

Attached is the map I've been testing on with a day/night cycle.

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mevitar (mevitar) wrote :

The preblem is WeaponTypes list. Since in my mod i don't use it, i put the payload and carrier weapons on a dummy unit. Lighting disappears normally in that case.

Once i put those 2 on the WeaponTypes list, the nuke flash doesn't disappear anymore (well, it does, but it takes a lot of time for that to happen - possibly around 20 or more ingame minutes).

Changed in ares:
status: New → Confirmed
Revision history for this message
OmegaBolt (omegabolt) wrote :

I can confirm what mev said, removing NukeCarrier and NukePayload from WeaponTypes list fixes the issue.

Revision history for this message
AlexB (alexander-b) wrote :

Can you recheck with the latest v03 binary? Does this happen in the stock game (only if anybody knows, it's not that important)?

For me it looks like the transition is just skipped and the final values are applied after the nuke flash goes away. This doesn't shorten the trigger timers and thus the day/night phases seem to be longer than usual (which they are). I tested with and without the payload and carrier weapons mentioned in the WeaponTypes list. The flash always went away.

The map triggers in the attached file use a daytime lenght of 1800 seconds, which is half an hour until the next daytime transition starts. Could this be the delay of about 20 ingame-minutes you mentioned?

Revision history for this message
mevitar (mevitar) wrote :

The 20 ingame minutes thing also happened on maps that don't have a daytime-nighttime transition, so it's not that. And i doubt it would happen in regular YR, as it doesn't have the WeaponTypes section, and that was the only thing i could reproduce the issue with (i didn't test it, though).

This issue is still happening in 13.80.1314, btw (tested on a map without a day-night transition, but starting with night lighting).

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