Decentralisation of OccupyWeaponRange

Bug #895138 reported by Nighthawk
This bug report is a duplicate of:  Bug #895091: Unhardcoding Urban Combat Values. Edit Remove
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This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Invalid
Wishlist
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Bug Description

OccupyWeaponRange controls the range of all weapons when inside a garrisonned structure. Basically, no matter what the range is on the weapon, it will only ever follow this tag's value. I have two possible solutions.

1. Have a tag like:
Weapon.IgnoresOccupyRange= - this would make the game ignore OccupyWeaponRange for this weapon, and instead make it use the weapon's own range.

2. A different tag:
Weapon.OccupyRange= - A separate range tag used for when this weapon is firing from within a garrisoned structure.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

The code related to occupiers firing out is really ugly, and a lot of it is tied to the first occupier. Can't really decouple it all without headaches. Additionally, there'd be a need to change the firing loop when not all occupiers can fire at a target, and that's no fun either.

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