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[X:CE 0.34.2] MeleeVehicles + BurstFire weapon CTD


Policenaut

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1 minute ago, Solver said:

From my perspective, this would be good to fix not specifically because of these burst aliens but rather undesirable effects such as in X-Div with drones/androns, etc.

Well, i have nothing against a possible fix, but drones and androns have nothing to do with it.

That custom races lack some flavour is due to vanilla races has been given some tweaks, to maximise their potential, but you can achieve similar results with the current AI code.

That the game works in "groups" for vanilla assets is something which works deeply with the AI, and is not a bug fix, but rather a coding skill perk. And this has nothing to do with the vanilla game, as it works fine like this.

It doesnt have anything to do with X-Division either, we have already coded a full custom Andron race.

Do you feel comfortable enough to reach that deep ?

 

Heres the problem as Policenaut described it.

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I did not make same tests but i suspected from drones mostly. Robotic ability could cause that too but i did not have problem with that at other units.

I could not find time to test my fully rewritten androns at different situations but i made the drone number less then before. This happened when i got many drones with androns. 

I believe that Solver can't find a connection but still there is some hidden things. Game acts very strange sometimes about everything. For example XCE got a attack animation bug which resets the attacking animation to idle when the first bullet fired. But this happens sometimes and sometimes you dont even notice if you don't use long burst weapons with longer attack animations. Sadly, solver ignores this bug at our reports but it's there.. i don't know why.. sometimes explosion animations scale wrongly, and this is because of the first frames coordinates.. 

i try to say that, maybe the game did not like the name of the race :).. for that reasons and lame experiences i choose to go on when i am satisfied. 

 

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2 minutes ago, Solver said:

I don't care about the animation bug really. It affects nothing important, may be a vanilla bug as well, and isn't worth the effort for sure.

I think you are wrong about this, because having a buggy attack animation (and injured animation as well) is a huge game killing factor. Maybe it's not much for us who gave years to this game but a new comer at this generation would care it for sure. I created nice animations for my melee creatures like bites, tail attacks, claws but when this bug happened, they look very lame.

I think it's not so hard to fix too so i think it worth some efforts.. why would an animation stop when the bullet fired at all?

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This AI stuff sure is mysterious. 

I've also noticed that attack animation bug and the injury animation bug as well but I've never played Xenonauts without X:CE so it might be a vanilla bug too. The attack animation bug seems to be tied to the delay="" setting. The explosion animation is also tied to the impact radius which can be annoying if you want a high radius but not a giant explosion animation.

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2 minutes ago, Policenaut said:

This AI stuff sure is mysterious. 

I've also noticed that attack animation bug and the injury animation bug as well but I've never played Xenonauts without X:CE so it might be a vanilla bug too. The attack animation bug seems to be tied to the delay="" setting. The explosion animation is also tied to the impact radius which can be annoying if you want a high radius but not a giant explosion animation.

Attack animation is not relating anything at modding code because if it's bugged at a mission, all units got this bug. Explosion animations sometimes react so differently to radius, sometimes it goes huge even with low radius. Anyway those are examples about the code and the reaction of the game.

Solver is working on ufo and custom missions so hard already.. we should not disturb him.

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Tweaking the delay="" setting for weapons lets you tweak the single fire/melee weapon animations, but it won't work with burst fire weapons because the animation stops playing when the first bullet is fired. The ending part of the animation where Xenonauts stop aiming the weapon can't be shown either for the same reason. Making it so that the animation does not stop playing after the delay="" should fix it but I have no idea how complex the animation code is. Might be more trouble than it's worth and there are more important issues as well.

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I made some more big long tests today with pure custom races without any meleevehicle or default races. It worked as intended for %80 of the time. Yeah i sometimes said that "where is this unit going?" or "why is he hugging me?" . I looked for AI and i changed somethings and i saw a little - and + problems and corrected them. It became %90 as i wanted. If it was %100, probably i will not have a chance to win anyway.. 

But the biggest point is still the damage out put of the unit. If an enemy got a stupid, low damage weapon and thinks that he won't able to harm you anyway, he just don't shoot you and look into your eyes..

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