Passenger-dependent turret

Bug #895821 reported by Renegade
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
Renegade

Bug Description

This is a child issue of #bug:680: Chrono Prison

In order to properly show a Chrono Prison's loading state, we need a feature to change the turret depending on the number of passengers.

At best, it'd reuse existing code for TurretCount-related systems.

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: Renegade
Location: issue-680-chrono-prison, r865
Commit contains DLL: No
Revision comment:
This should implement issue #1208 Passenger-dependent turret.
PassengerTurret=(true|false) on TechnoTypes.
No passengers will result in footur.vxl to be used.
1-17 passengers will result in footur1-17.vxl to be used.
Anything more than 17 passengers will result in turret 17 to be used.

In other words: With footur.vxl as "empty" and footur17.vxl as "full", you have a maximum of 18 levels of granularity with this logic.
Nobody stops you from using less, though.

Oh, and if you don't like the limit: Thank Westwood for making the turret-array only 18 elements big. Not my idea, folks.
SVN: http://svn.renegadeprojects.com/Ares/865

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: AlexB
Location: issue-680-chrono-prison, r866
Commit contains DLL: Yes
Revision comment:
Related to issue #680
Related to issue #1208

New branch binary.
SVN: http://svn.renegadeprojects.com/Ares/866

Revision history for this message
reaperrr (reaperrr) wrote :

hm, could it be that PassengerTurret isn't hooked up in the .inj yet or something like that? At least I couldn't get it to work...

Also, should Turret= be set to yes or no?

Revision history for this message
Renegade (renegade) wrote :

The turret stuff doesn't use any new hooks, so the .inj shouldn't require changes.
Turret= should be yes, if you want a turret... ;)

Can you tell me your exact setup? If the implementation doesn't work, I'll have to figure out why.

Revision history for this message
reaperrr (reaperrr) wrote :

I thought maybe PassengerTurret is independent from Turret, but I tested both anyway :P

Soviet Armored Transport [SAPC], and following changes/additions:

Image=FV
Turret=yes
Passengers=15
PassengerTurret=true
Primary=120mm

[120mm] has Abductor=yes, and abducting works, but the turret doesn't change.

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

Set TurretCount to the number of turrets you have, like on the IFV/SREF.

Revision history for this message
reaperrr (reaperrr) wrote :

Ah yeah, that helped X)

Seems to work just fine, as far as I can tell :)
It properly "upgrades" the turret on a per-passenger basis (ignoring size), and likewise downgrades when unloading them.

Don't know if there are any other aspects about this that need testing, if not, this can be considered resolved I guess (though a confirmation from some other tester(s) wouldn't hurt).

Revision history for this message
Renegade (renegade) wrote :

Nope, that's all there is to it. It's designed to be a supplemental feature, not something useful on its own.

Revision history for this message
modder666 (modder666) wrote :

Using Reaperrr's settings as posted above, PassengerTurret does indeed work. This can be marked as closed.

Revision history for this message
Renegade (renegade) wrote :

Closed as per comment above.

Revision history for this message
Renegade (renegade) wrote :

Reopened as per request in chat.

Revision history for this message
modder666 (modder666) wrote :

Upon further tests, loading more passengers than there are turrets defined in TurretCount does not draw the last turret, but instead removes the turret completely.

When using PassengerTurret, I must specify Weapon1 in order to attack. I don't think this is a bug (more a part of TurretCount), but I do think this is important to be noted in the documentation.

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: Renegade
Location: issue-680-chrono-prison, r870
Commit contains DLL: No
Revision comment:
This should prevent the turret to exceed the number of available turrets on PassengerTurrets. Related to issue #1208.
SVN: http://svn.renegadeprojects.com/Ares/870

Revision history for this message
Renegade (renegade) wrote :

The weapon thing was not expected, but makes sense, I guess. Yeah, it'll be in the documentation; question is, what kind of limitations does this trigger?

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: AlexB
Location: issue-680-chrono-prison, r871
Commit contains DLL: Yes
Revision comment:
Related to issue #1208: New binary.
SVN: http://svn.renegadeprojects.com/Ares/871

Revision history for this message
modder666 (modder666) wrote :

If the latest revision was to fix the turret bug, it did not work. Tests show that the turret still disappears when passengers exceed TurretCount.

Revision history for this message
Renegade (renegade) wrote :

I'll have to discuss with D which turret count number corresponds to which internal turret number.

I suspect this will be a simple -1 thing, but I'd rather talk it out than randomly try out things.
iow: next test build tomorrow.

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: Renegade
Location: issue-680-chrono-prison, r872
Commit contains DLL: No
Revision comment:
As suspected, it was a -1 issue; this should fix issue #1208 once more.
SVN: http://svn.renegadeprojects.com/Ares/872

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: DCoder
Location: issue-680-chrono-prison, r873
Commit contains DLL: Yes
Revision comment:
Related to issue #680
Related to issue #1208 - compiled Ren's changes.
Related to issue 680,1208 .
SVN: http://svn.renegadeprojects.com/Ares/873

Revision history for this message
reaperrr (reaperrr) wrote :

Works as it should now, turret no longer disappears.

Revision history for this message
Renegade (renegade) wrote :

Hooray!

Revision history for this message
modder666 (modder666) wrote :

Success, turrets stay on. Don't forget to mention the Weapon1= to be used instead of Primary= on teh weapons when using this system.

I'd say this is safely closable now. xD

Revision history for this message
Renegade (renegade) wrote :

Closed as per comment above.

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: Renegade
Location: trunk, r887
Commit contains DLL: No
Revision comment:
Merging feature branch for issue #680 (Chrono Prisons) and issue #1208 (Passenger-dependent turrets) into trunk.

This finishes implementation of Chrono Prison functionality in general.
SVN: http://svn.renegadeprojects.com/Ares/887

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: Renegade
Location: trunk, r889
Commit contains DLL: No
Revision comment:
Committing user documentation for issue #680 and issue #1208.
SVN: http://svn.renegadeprojects.com/Ares/889

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