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IDProjectCategoryLast Update
0018553Starward RogueBug - GameplayMar 11, 2016 1:27 pm
Reporterptarth Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version1.006 
Summary0018553: Kickback can cause movement through solid objects and only fires shot after knockback movement
DescriptionI've trying to make interesting enemies. Concept: Goomba with a rocket launcher that glitched the shock compensation. The missile fires, but only moves about 50 speed, whereas the Goomba travels backwards at 500 speed. This is accomplished by setting kickback very high.

When firing this weapon, the Goomba is occasionally knocked through wall boundaries. He also doesn't release the shot until the hits the end of the knockback position.

Appended is example weapon system.


<system name="AbmoogMissileSystem"
        category="Weapon"
    display_name="Missile Launcher" description="Some robots, should not be trusted with explosives."
    shot_type="NukeSteelBlue"
    sounds_on_shot_fired="PlayerWeapons/MainMissle1,PlayerWeapons/MainMissle2,PlayerWeapons/MainMissle3"
    sounds_on_shot_detonate="WeaponHits/MainMissleHit1,WeaponHits/MainMissleHit2,WeaponHits/MainMissleHit3"
        damage_type="Explosive"
        attack_power="50"
        attack_power_against_player="2"
        shot_area_of_effect="100"
        fire_rate="5"
        firing_timing="OnlyInRange"
    shot_speed="50"
    cue_time = "1.0"
    range_actual="600"
    range_chases_until_within="200"
    time_to_live="5"
    shots_per_salvo="1"
    inaccuracy_spread="15"
    targeting_logic="Direct"
    image_folder="Player" image_name="MissileLauncher"
    non_sim_patterns="PlayerMissileMuzzleFlash"
    non_sim_pattern_emission_offset="20,0"
    kickback_strength="500"
    recoil_velocity="0" recoil_max_offset="0" recoil_reset_velocity="0"
    shot_destroys_other_shots="true"
    shot_dies_after_intercepting_another_shot="true"
    shots_can_withstand_x_shot_interceptions="2"
    shots_slide_for_first_x_seconds="1"
    fires_from_any_range="true"
        >
  </system>
TagsNo tags attached.

Activities

Cinth

Jan 27, 2016 3:31 am

developer   ~0044785

Last edited: Jan 27, 2016 3:44 am

Dunno about the kickback issue, but you might can try using a pattern and including change/time/speed to get the missile to fire off correctly.

I'd guess at setting the original shot speed to something greater than 500 and using the above to make it 50

Me pulling stuff out of air...

  <bullet_pattern name="AmoogMissilePattern">
      <bullet speed="1200" angle="0" shot_type="NukeSteelBlue">
      <change speed="50" time="0.01"/>
    </bullet>
  </bullet_pattern>

ptarth

Jan 27, 2016 1:16 pm

developer   ~0044797

changed knockback to kickback because that's what I meant.

keith.lamothe

Mar 11, 2016 1:27 pm

administrator   ~0045398

For 1.017:

* Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired.

Thanks :)

The kickback set to 500 was acting as if it was MUCH higher because it was being triggered every frame during cue-time, btw. In my post-fix tests I had to bump it up to like 1000 to get the enemy to fly back what seemed like an appropriate distance (since Chris capped the time of "kickback skid" to GameConfig.TemporaryMomentumVectorMaxTime, i.e. 0.5 seconds).

Issue History

Date Modified Username Field Change
Jan 27, 2016 2:55 am ptarth New Issue
Jan 27, 2016 3:31 am Cinth Note Added: 0044785
Jan 27, 2016 3:44 am Cinth Note Edited: 0044785
Jan 27, 2016 1:16 pm ptarth Note Added: 0044797
Jan 27, 2016 1:16 pm ptarth Summary Knockback can cause movement through solid objects and only fires shot after knockback movement => Kickback can cause movement through solid objects and only fires shot after knockback movement
Jan 27, 2016 1:16 pm ptarth Description Updated
Jan 27, 2016 2:39 pm Chris_McElligottPark Assigned To => keith.lamothe
Jan 27, 2016 2:39 pm Chris_McElligottPark Status new => assigned
Mar 11, 2016 1:27 pm keith.lamothe Note Added: 0045398
Mar 11, 2016 1:27 pm keith.lamothe Status assigned => resolved
Mar 11, 2016 1:27 pm keith.lamothe Resolution open => fixed