Nuke.Payload and dummy units

Bug #1716129 reported by mevitar on 2017-09-09
This bug affects 1 person
Affects Status Importance Assigned to Milestone

Bug Description

Nuke.Payload= no longer accepts weapons that are loaded from dummy units that exist solely to hold weapons. They need to be added to the WeaponTypes list or they won't work. This isn't the case for regular weapons - they will still work if added to a dummy unit.

AlexB (alexander-b) wrote :

Before, Nuke.Payload= itself made the weapon known to the game by putting it into the list, so dummy units wouldn't have been necessary. I changed this in the latest Ares, because of the hundreds of new tags Nuke.Payload was the only one still doing this. IIRC I left it that long because of the order: SWs are read first and thus Weedguy style hacks using dummy units will not work because they are read later.

This is the change mentioned as second bullet point here:

It's a breaking change, and will be documented as such in the Migration Guide.

mevitar (mevitar) wrote :

I know of that change, and it only mentions that the weapon needs to be put on the WeaponTypes list, but dummy units also do that. It doesn't imply that the weedguy method won't work (when it does for everything else, why assume it won't for SWs?).

I think it should be clarified that no other place than the WeaponTypes section allows the Nuke.Payload= weapon to be parsed correctly at the time that the SW is read.

AlexB (alexander-b) wrote :

I added a note on the Nuke.Payload= tag documentation as well as on the Migration Guide to warn modders about this.

Changed in ares:
milestone: none → 0.e
assignee: nobody → AlexB (alexander-b)
importance: Undecided → High
status: New → Fix Committed
mevitar (mevitar) wrote :

Saw it mentioned under Nuke.Payload= entry, i think it's sufficient for a "fix". :P

Changed in ares:
status: Fix Committed → Fix Released
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