Superweapons' IsPowered=false tag isn't working properly

Bug #895952 reported by Graion Dilach
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Medium
AlexB

Bug Description

IsPowered=false will only work if you already had power but you've lost it.

But if the building which the SW is attached to built without power, the superweapon doesn't start charging, until you get enough power.

##### STEPS TO REPRODUCE #####
Get a Superweapon with IsPowered=false and attach to a building.
Build the building without power (it's enough that you lose power with that same building)
Timer won't start

Revision history for this message
Graion Dilach (graiondilach) wrote :

These are my SW's which I've tested this:

[ChronoReinSpecial]
UIName=Name:CREINSW
Name=Chrono Reinforcements
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=4
Type=UnitDelivery
Action=Custom
Deliver.Types=MTNK,MTNK,TNKD,AHMV
SidebarImage=CREINICO
ShowTimer=yes
DisableableFromShell=no
SW.RequiresTarget=land,empty
SW.AITargeting=ParaDrop
SW.FireIntoShroud=yes
SW.Animation=CHRONOTG
SW.AnimationHeight=120
Cursor.Frame=357
Cursor.Count=12
Cursor.Interval=12
Cursor.MiniFrame=357
Cursor.MiniCount=12
Cursor.MiniInterval=12
NoCursor.Frame=384
NoCursor.Count=1
NoCursor.Interval=12
NoCursor.MiniFrame=52
NoCursor.MiniCount=1
NoCursor.MiniInterval=12

[TankDropSW]
UIName=Name:TNKDROP
Name=Tank Drop
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=4
Type=ParaDrop
ParaDrop.Types=HTNK,TESLATNK
ParaDrop.Num=3,1
SidebarImage=TDROPICO
ShowTimer=yes
DisableableFromShell=no
SW.RequiresTarget=land,empty
SW.AITargeting=ParaDrop
Action=ParaDrop

Revision history for this message
EVA-251 (eva-251) wrote :

This is a fairly easy one to confirm.

Just go into stock RA2/Yuris, play as America. Go into low power, build your Airforce Command. Paradrop will be paused until power is restored.

Revision history for this message
Graion Dilach (graiondilach) wrote :

Hmmm, I followed EVA's way:

http://i375.photobucket.com/albums/oo191/GraionDilach/Yuris%20Revenge%20Attacque%20Superior%20Ares%20Test/SCRN0003.png

I could confirm the issue with this method as well.

Revision history for this message
Rogan (pdrogan) wrote :

Tested EVA's method. There's definitely something wrong with the IsPowered tag.

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

Code related to this issue has just been checked in!
Author: AlexB
Location: ft-superweapons, r893
Commit contains DLL: No
Revision comment:
Fixed issue #1340: Once build, IsPowered=no super weapons will start charging even if the player is in a low power situation.
SVN: http://svn.renegadeprojects.com/Ares/893

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

Code related to this issue has just been checked in!
Author: AlexB
Location: ft-superweapons, r894
Commit contains DLL: Yes
Revision comment:
Related to issue #637: Fixed enum parsing. The latest change to that caused havoc by using only the first value.
Fixed issue #1346: Chronosphere.BlowUnplaceable added to spare buildings from destruction.

Other changes:
The Chronosphere used a logical operator where a bitwise operator should have been used. This caused the Chronosphere to always affect buildings. This has been fixed.

Related to issue #1339.
Related to issue #1340.

New binary. Documentation updated.
SVN: http://svn.renegadeprojects.com/Ares/894

Revision history for this message
Rogan (pdrogan) wrote :

I used EVA's method again.
But this time, the Paradrop charges even without power.

The IsPowered tag is working properly now.

Revision history for this message
Graion Dilach (graiondilach) wrote :

Another confirmation. This works correctly.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

Tested and works.

This can be closed.

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

Thanks, guys! Closed.

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