Offset problems with odd number of Bursts > 1
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Ares |
Confirmed
|
Medium
|
Unassigned |
Bug Description
If a unit has an FLH where the "L" value is not 0, and a weapon using this FLH has a Burst= higher than 1, there are two problems, most likely caused by the same bug.
1) When Burst= and odd number >1 (3, 5, 7 etc.), the muzzle flash animation is actually displayed on the opposite side of the projectile starting point.
Also, with odd Bursts >1 the first shot is fired from the opposite side than it is fired from if Burst=1, but the muzzle flash appears on the same (correct) offset in both cases.
It seems that the game mixes up positive and negative L value for the actual projectile when the number of bursts is odd.
2) The last shot of an odd number of bursts higher than 1 (3, 5 etc.) is fired from the same offset as the previous shot, instead of toggling to the other side again. Since it's the only shot that appears from the same offset as the muzzle flash anim, I believe that the last shot in this case simply switches back to Burst=1 behaviour, so it's actually the only shot fired from the correct offset.
##### STEPS TO REPRODUCE #####
Example:
[UnitArtINI]
PrimaryFireFLH=
[PrimaryWeapon]
Burst=3
--> For the first shot, the muzzle flash will appear from the left side and the actual projectile from the right, for the 2nd it will be the other way round, for the 3rd BOTH will appear on the left. For Burst=1, both appear on the left, too.
Changed in ares: | |
assignee: | DCoder DCoder (dcoder1337) → nobody |
For bug number one: All of those things you mentioned only happen when you have a burst value set to an odd number. Burst=2,4,6,8,etc. will animate in all respects exactly the way it should.
and for the record, Westwood was probably never confronted with this bug because they use even burst values on their units (particularly 2), which behave perfectly fine.