View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0018596 | Starward Rogue | Bug - Gameplay | Jan 29, 2016 4:50 am | Feb 10, 2016 2:40 pm | |
Reporter | Cinth | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.009 | ||||
Fixed in Version | 1.013 | ||||
Summary | 0018596: Controller aiming doesn't work | ||||
Description | If your mech has 2 melee systems. Say you have Phase Blade and Combat Shield equipped. Controller aim stops functioning, mouse aim still works. | ||||
Tags | No tags attached. | ||||
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Do you have a savegame? |
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Not particularly? I found it while making a mech using these two as base abilities. Outside of trying to find the interaction naturally, is there a quick and easy way to show it? |
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Did you give the mech a main non-melee weapon? If not, then I could definitely see this not working. |
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Hmmm. brb. |
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Cinth_HeroSystems.xml (4,141 bytes)
<?xml version="1.0" encoding="utf-8"?> <root> <!-- Hero Systems --> <!-- Phase Blade --> <system name="PlayerMain_MasterSword" related_item="MasterSword" display_name="Master Sword" description="Medium range, medium damage." image_name="BlueSword" flagship_ability_type="DirectFireWeapon" uses_special_slot="MainGun" category="PlayerDirectedWeapon" targeting_logic="Direct" attack_power="15" fire_rate="1" shots_per_salvo="1" shot_is_not_stopped_by_hitting="true" shot_disintegration_mult="6" shot_destroys_other_shots="false" shot_type="ShotPlayerNeedleEmblazonedBlue" damage_type="Ballistic" deflects_shots="false" special_bullet_patterns="PhaseBladeSwing" knockback_strength="10" kickback_strength="-200" sounds_on_shot_does_damage="WeaponHits/MetalMelee1" ATTACK="7" RANGE="1" SPREAD="2" > </system> <!-- Combat Shield --> <system name="PlayerAmmo_MirrorShield" related_item="MirrorShield" display_name="Mirror Shield" description="How does it work? Your guess is as good as mine" image_name="Invisible" flagship_ability_type="DirectFireWeapon" only_fires_on_keybind="UseEnergySystem" category="PlayerDirectedWeapon" targeting_logic="Direct" requires_item_type="Energy" attack_power="1" fire_rate="0.1" shots_per_salvo="1" shot_is_not_stopped_by_hitting="true" shot_destroys_other_shots="false" max_damage_per_entity_per_salvo="1" deflects_shots_as_friendly_fire="true" shot_type="ShotPlayerNeedleEmblazonedBlue" damage_type="Ballistic" special_bullet_patterns="CombatShieldPattern" ATTACK="1" RANGE="1" SPREAD="5" XFACTOR="3" > </system> <!-- Attachment similar to FTL and the like --> <system name="PlayerFixed_CourageousAdventurer" related_item="CourageousAdventurer" display_name="Mark of the Courageous Adventurer" description="Noone quite knows what this curius trinket does." image_name="BlazeOfGlory" act_as_if_in_same_location_as_main_gun="true" uses_special_slot="Attachment" XFACTOR="5" category="PlayerDirectedWeapon" fire_rate="1" targeting_logic="Direct" attack_power="10" shot_type="BlueSword" shot_speed="800" shots_per_salvo="1" damage_type="Ballistic" time_to_live="2" range_actual="500" > <modifier target="MyParentEntity" type="IncomingDamage" math="Multiply" magnitude="0.75" /> <modifier target="MyParentEntity" type="InventoryCapacity" related_item="Energy" math="Add" magnitude="-100" /> <modifier target="Self" type="SystemCannotBeDropped"/> </system> <!-- Mine in the missiles slot --> <system name="Bomb" category="PlayerDirectedWeapon" Related_item="BombBag" display_name="Bomb" description="An oldie but a goodie. Drop, wait, BOOM!" uses_special_slot="Missile" shot_type="HexagonGreen" sounds_on_shot_fired="PlayerWeapons/MineDeployment1,PlayerWeapons/MineDeployment2" sounds_on_shot_detonate="WeaponHits/MainMissleHit1,WeaponHits/MainMissleHit2,WeaponHits/MainMissleHit3" damage_type="Explosive" attack_power="100" attack_power_against_player="0" shot_area_of_effect="100" fire_rate="2.0" shot_speed="0" range_actual="0" shots_per_salvo="1" flagship_ability_type="DirectFireWeapon" targeting_logic="Direct" only_fires_on_keybind="UseMissileLauncher" special_bullet_patterns="BombPattern" shot_destroys_other_shots="true" shot_dies_after_intercepting_another_shot="true" shots_can_withstand_x_shot_interceptions="2" ATTACK="6" RANGE="1" > <modifier target="MyShots" type=" DestroysTouchingBombables "/> </system> </root> |
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This is what I'm using now. Before I modified these I had Phase Blade in main, Combat Shield in energy and the missile launcher. |
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Okay -- thanks! |
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Did I break it or did I find something, I'm so confused ;) |
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No clue. But it's on the list to look at more, since you can duplicate it. :) |
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Cool. It's odd since mouse aiming worked the entire time. |
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Mouse aiming isn't something that happens in a "you caused this" sort of fashion. The mech just looks at the mouse at all times. With the gamepad (or just-keyboard-only, for that matter), when you aim you are firing+aiming. So technically it does not work with either mode, per se. |
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Cinth_SystemTesterhull.xml (7,695 bytes)
<?xml version="1.0" encoding="utf-8"?> <root> <!--Systems Tester--> <entity name="PlayerTester" category="Ship" ship_category="Player" display_name="Crash Test Dummy" description="Awkward Humor And Complaint Unit 763" speed="500" sprint_speed="900" acceleration_for_momentum_mode="5500" deceleration_for_momentum_mode="3600" acceleration="90000" deceleration="90000" min_ship_speed="50" acceleration_for_sprint="7800" deceleration_for_sprint="4600" max_health="12" max_shield="1" image_folder="Player" image_name="PlayerMech" wall_collision_reduction="10" sounds_on_takes_damage="PlayerSounds/Damage1,PlayerSounds/Damage2,PlayerSounds/Damage3" death_spiral_movement_driving_bullet_pattern="PlayerShipDeathSpiralPattern" death_throes_fade_to_black_time="0.8" time_to_visually_rotate_180_degrees="0.2" time_to_rotate_firing_direction_180_degrees="0.1" is_considered_ground_walker="true" > <stacked_image src="PlayerMechLegs" size="80" animator_frames="10" animator_sprite_dict_size="320" animator_speed="20" offset="0,0" draws_under_ship="true" animation_is_proportional_to_movement_under_power="true"> <frame_info frame="3" possible_sounds_non_window="PlayerSounds/FootstepFloorA" possible_sounds_window="PlayerSounds/FootstepWindowA"/> <frame_info frame="6" possible_sounds_non_window="PlayerSounds/FootstepFloorB" possible_sounds_window="PlayerSounds/FootstepWindowB"/> </stacked_image> <stacked_image draws_under_ship="true" src="PlayerMechInvincibility" size="200" offset="0,0" rotates_to_face_firing_direction="true" only_shows_if_ship_is_invincible="true" /> <stacked_image src="ShieldFire" size="128" animator_frames="9" animator_sprite_dict_size="384" animator_speed="60" animator_counts_up_and_down="true" only_shows_if_ship_has_shields="true" offset="-5,0" rotation="90" rotates_to_face_firing_direction="true" /> <stacked_image src="PlayerMechTorso" size="82" offset="0,0" rotates_to_face_firing_direction="true"/> <system type="PlayerMain_PhaseBlade" offset="15,15" add_degrees_to_shots="-2" /> <system type="PlayerDirected_MissileLauncher" offset="15,-15" add_degrees_to_shots="2" /> <system type="PlayerAmmo_CombatShield" offset="15,-15" add_degrees_to_shots="2" /> <hitbox radius="12" offset="0,0" /> <modifier target="Self" type="MaxHealth" magnitude="4" requires_difficulty_at_least="VeryEasy" requires_difficulty_at_most="VeryEasy" math="Multiply" do_not_stack="false"/> <modifier target="Self" type="MaxHealth" magnitude="2" requires_difficulty_at_least="Easy" requires_difficulty_at_most="Easy" math="Multiply" do_not_stack="false"/> <modifier target="Self" type="MaxHealth" magnitude="-2" requires_difficulty_at_least="Hard" requires_difficulty_at_most="Hard" math="Add" do_not_stack="true"/> <modifier target="Self" type="MaxHealth" magnitude="-4" requires_difficulty_at_least="Misery" requires_difficulty_at_most="Misery" math="Add" do_not_stack="true"/> <modifier target="Self" type="IncomingDamage" damage_type="Fire" math="Multiply" magnitude="0"/> <modifier target="Self" type="IncomingDamage" damage_type="Poison" math="Multiply" magnitude="0"/> <!-- Level 1--> <level experience_required_after_previous_level="400" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" /> <!-- Level 2--> <level experience_required_after_previous_level="600" possible_perks="MajorShield,Bloodlust,BountyHunter,HappyFace,LesserDeftness" /> <!-- Level 3--> <level experience_required_after_previous_level="900" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" /> <!-- Level 4--> <level experience_required_after_previous_level="1400" possible_perks="MediumHullReinforcements,MineMaster,CompassMaster,LootMaster" /> <!-- Level 5--> <level experience_required_after_previous_level="2000" possible_perks="MajorCoinage,SecretShopper,AmazingLooter,LargeMissilePick" /><!--WishingForMoreWishes--> <!-- Level 6--> <level experience_required_after_previous_level="3000" possible_perks="LargeEnergyTank,SmallHullReinforcements,LesserDeftness,LesserCrit" /> <!-- Level 7--> <level experience_required_after_previous_level="4000" possible_perks="Impatience,OutToLunch,Berserker,Energize" /> <!-- Level 8--> <level experience_required_after_previous_level="4600" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,LesserDeftness,Heavyweight" /> <!-- Level 9--> <level experience_required_after_previous_level="5800" possible_perks="MapMaster,LesserCrit,Keyprentice,BeastMode" /> <!-- Level 10--> <level experience_required_after_previous_level="7400" possible_perks="VindictiveResponse,Overkiller,BeastMode,GreaterCrit,Keymaster" /> <!-- Level 11--> <level experience_required_after_previous_level="8800" possible_perks="LargeHullReinforcements,LargeMissilePick,FatBullets" /> <!-- Level 12--> <level experience_required_after_previous_level="9900" possible_perks="SecondChance,GreaterCrit,EnormousBullets,LargeHullReinforcements" /> <!-- Level 13--> <level experience_required_after_previous_level="12000" possible_perks="GreaterDeftness,LargeMissilePick,LargeEnergyTank,MediumHullReinforcements,Brute" /> <!-- Level 14--> <level experience_required_after_previous_level="15000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,LesserDeftness,LesserCrit,Brute" /> <!-- Level 15--> <level experience_required_after_previous_level="20000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" /> <!-- Level 16--> <level experience_required_after_previous_level="25000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" /> <!-- Level 17--> <level experience_required_after_previous_level="35000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" /> <!-- Level 18--> <level experience_required_after_previous_level="45000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" /> <!-- Level 19--> <level experience_required_after_previous_level="60000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" /> <!-- Level 20--> <level experience_required_after_previous_level="80000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" /> <!-- Level 21--> <level experience_required_after_previous_level="90000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" /> <!-- Level 22--> <level experience_required_after_previous_level="95000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" /> <!-- Level 23--> <level experience_required_after_previous_level="98000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" /> <!-- Level 24--> <level experience_required_after_previous_level="99000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" /> <comparison_stat name="ATTACK" bars="5" /> <comparison_stat name="RANGE" bars="5" /> <comparison_stat name="MISSILES" bars="5" /> <comparison_stat name="ENERGY" bars="5" /> <comparison_stat name="HEALTH" bars="9" /> <comparison_stat name="SHIELDS" bars="1" /> <comparison_stat name="SECONDARY" value="Rain Cannon" /> <comparison_stat name="SPECIAL" value="None" /> </entity> </root> |
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Fastest mod made by me yet.... Anyway, quickly made a hull with the phase blade as main and combat shield as energy (nothing else changed from white gloss). Some humor in there for Keith because why not :) Sounds like I found something then. It is a legit combination of weapons you can find, and would be a horrible surprise for someone on floor 5 ;) |
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Can't test it right now because my controller and the game have decided to stop speaking to each other, but fyi if you want to test a combination of systems in the normal (un-modded) game context you can put a new xml file in RuntimeData/Configuration/DevScripts/ with contents like: <root> <entity type="PhaseBlade" offset_from_player="50,150" /> <entity type="CombatShield" offset_from_player="150,150" /> </root> Then start a run in dev mode, press L to bring up the dev menu, select that script from the dropdown, and click the button execute it (after that you can execute from that filename via Ctrl+F8). That will spawn the pickups for both of those systems, you can pick them up, and see how it would work if you'd found them normally. |
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Ok, was able to test it via the keyboard controls. For 1.013: * Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations". * Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button). Thanks :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 29, 2016 4:50 am | Cinth | New Issue | |
Jan 29, 2016 2:35 pm | Chris_McElligottPark | Note Added: 0044900 | |
Jan 29, 2016 2:37 pm | Cinth | Note Added: 0044901 | |
Jan 29, 2016 2:48 pm | Chris_McElligottPark | Note Added: 0044903 | |
Jan 29, 2016 2:50 pm | Cinth | Note Added: 0044905 | |
Jan 29, 2016 2:55 pm | Cinth | File Added: Cinth_HeroSystems.xml | |
Jan 29, 2016 2:57 pm | Cinth | Note Added: 0044906 | |
Jan 29, 2016 3:06 pm | Chris_McElligottPark | Note Added: 0044907 | |
Jan 29, 2016 3:06 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
Jan 29, 2016 3:06 pm | Chris_McElligottPark | Status | new => assigned |
Jan 29, 2016 3:08 pm | Cinth | Note Added: 0044908 | |
Jan 29, 2016 3:12 pm | Chris_McElligottPark | Note Added: 0044909 | |
Jan 29, 2016 3:13 pm | Cinth | Note Added: 0044910 | |
Jan 29, 2016 3:14 pm | Chris_McElligottPark | Note Added: 0044911 | |
Jan 29, 2016 3:23 pm | Cinth | File Added: Cinth_SystemTesterhull.xml | |
Jan 29, 2016 3:26 pm | Cinth | Note Added: 0044912 | |
Feb 10, 2016 1:30 pm | keith.lamothe | Note Added: 0045122 | |
Feb 10, 2016 2:40 pm | keith.lamothe | Note Added: 0045123 | |
Feb 10, 2016 2:40 pm | keith.lamothe | Status | assigned => resolved |
Feb 10, 2016 2:40 pm | keith.lamothe | Fixed in Version | => 1.013 |
Feb 10, 2016 2:40 pm | keith.lamothe | Resolution | open => fixed |