Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Dragon on November 07, 2010, 04:49:41 pm
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I've recently discovered a bug in a countermeasure system.
When ships with different countermeasure type set are available to player in a mission, the player will always use the countermeasure which is assigned to default player ship in that mission.
For example: There's a mission with two ships available to the player: A and B. Both of them have different CM type. A is the default one (not in table, in just mission).
Now, what should happen: If player choses ship A, then it will use countermeasure A and if he choses ship B, he'll be using CM type B.
Unfortunately, currently CM type A will be used by player no matter which ship he choses.
I would provide a test mission, but there's a problem: Data required for a mod in which I encouncered this problem is exclusive to Wings of Dawn, so I can't just post it here.
I'll soon put together a demo using MVPs ships that shows the problem, it would be great if somebody took a look at it, since it's going to be a problem for all mods with multiple custom CMs.
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Not possible with just retail files?
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Retail with slight modifications should be possible. Multiple countermeasures is an SCP feature though so obvious it needs some table edits to work but the edits should be as close as possible to retail (although I suggest using something for the 2nd countermeasure that makes it bloody obvious which one is being used).
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Here's a mod that shows this bug, table only: http://www.mediafire.com/?y763zejd2ru455p
Try both mission on both ships and you'll see how the bug works.
EDIT: It's in Mantis now.