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Author Topic: Missiles aren't hurting shields?  (Read 2307 times)

xenoargh

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Missiles aren't hurting shields?
« on: December 12, 2013, 11:37:40 AM »

Weird finding.

I've been working on a variant of one of Dmaiski's missile AIs.  Was testing with a modified Harpoon, observed something strange.

My missile with a custom AI doesn't do Hard Flux damage upon impact with a Shield.  No Hard Flux gets generated.

The missile works just fine if it hits the bounds of the ship, however.

Confirmed by re-writing my AOE code attached to the projectile to do the damage there; all of a sudden, the missile's doing damage like it should (to the point where I probably need to tone it down a bit, lol).

So I went and tested missiles that don't have a custom AI (or anything else custom, like Projectile code).  

Sabot second stages work, but Swarmers don't.  Missiles with AOE detonation work, however.  

So it's just "contact-fused-MISSILE-ai" missiles where this happens.  Haven't tested what happens if I set my Harpoon to NO_AI, but I'm guessing Bad Things happen if you try to assign a MissileAI to a NO_AI missile.

Anyhow, if this is intended behavior (just not something we've noticed after all this time) no problem, but it's weird :)
« Last Edit: December 12, 2013, 11:41:59 AM by xenoargh »
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Alex

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Re: Missiles aren't hurting shields?
« Reply #1 on: December 12, 2013, 11:54:10 AM »

Hmm. I just confirmed that Swarmers properly do hard-flux damage to shields in vanilla. If that's not what you mean, could you clarify?
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xenoargh

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Re: Missiles aren't hurting shields?
« Reply #2 on: December 12, 2013, 12:03:07 PM »

That's what I mean.  Weird that it's working there but not here, though. 

I must be screwing up missile projectile behavior somehow, in that very specific context.  I just did a test with shieldHit, and sure enough, it's coming up false.

Can't think of how I hosed that for the life of me, though; guess I'll have to puzzle that out :)
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dmaiski

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Re: Missiles aren't hurting shields?
« Reply #3 on: December 12, 2013, 02:51:37 PM »

muhh im not getting that bug with my curent version of the AI, i cant imagine what could cause that kind of behaviour, that script (shouldnt) have anything that overwrites damage/colision behaviour...

uness you uncomment the line:
//missile.setCollisionClass(CollisionClass.FIGHTER);//hack reclasify as fighter

im using just the bog standard:
"specClass":"missile",
"missileType":"MISSILE",
in the .proj file and overwriting it in the mod plugin using:
return new PluginPick(new kitchenSINKIIai(missile), CampaignPlugin.PickPriority.MOD_SPECIFIC);
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xenoargh

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Re: Missiles aren't hurting shields?
« Reply #4 on: December 12, 2013, 03:46:51 PM »

I don't think the bug's there; nothing that's done there changes collisions or damage.

My guess is that it's in some of the other fancy code dealing with damage events.  Just part of the complexity of the mod; weird stuff happens on a regular basis :)
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dmaiski

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Re: Missiles aren't hurting shields?
« Reply #5 on: December 12, 2013, 05:00:37 PM »

Just part of the complexity of the mod; weird stuff happens on a regular basis :)

Dr. Lanning...
« Last Edit: December 12, 2013, 05:03:21 PM by dmaiski »
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!