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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Forward Gun Bug Solved

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Forward Gun Bug Solved
Offline TheShooter36
04-25-2016, 06:18 PM,
#11
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(04-25-2016, 03:06 PM)Caelumaresh Wrote:
(04-25-2016, 01:27 PM)TheShooter36 Wrote: We tried that...it was rather...interesting...when we removed explosion and carried damage to the projectile itself, projectile went through thunderer s carrieras if it wasnt there without doing any damage

You can try it by making the explosion radius 1m perhaps?

already tried several times

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Offline TheShooter36
04-25-2016, 06:51 PM,
#12
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(04-25-2016, 01:22 PM)Haste Wrote:
(04-25-2016, 01:19 PM)Bloodl1ke Wrote: Both in hitting and 0 dmg

This isn't / shouldn't be a thing - FL uses client side hit detection. If you hit, the other player's taking damage. The only explanation is packet loss, I suppose.

As for the explosion issue - try and move the damage component of the weapon to its actual projectile, rather than a seperate explosion. As you should be working with 0 "detonation distance" the damage value for the projectile itself can be used. See the Starport's "article" on weapon_equip.ini.

tried to move damage to proj itself and pulled detonation range to 0
it didnt do any damage

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Offline Thunderer
04-25-2016, 07:10 PM, (This post was last modified: 04-25-2016, 07:11 PM by Thunderer.)
#13
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The only options, if a solution to the problem is not found, are to either put up with the bugs, or change forward guns into something else. Shooter and I solved the FG bug, but couldn't solve the newly emerging one, even with Haste's and the Starport's advice.

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Offline TheShooter36
04-25-2016, 07:12 PM,
#14
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the bug that we try to solve is solved but there are new bugs, thats what thunderer means.

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Offline Crossroads
05-09-2016, 05:50 AM,
#15
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Just gonna put my random thought in here:
Have you tried moving the FG hardpoint closer to the ship's center of mass?
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Offline Thunderer
05-09-2016, 11:01 PM,
#16
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If a ship, for example a Valor, didn't fire its FG through its FG muzzle, then the whole ship appearance would need to be changed.
However, as such FGs can't fire at an angle, moving the hardpoint to the ship's center and setting it so that when it fires, the projectile passes through the muzzle, is possible. I just don't know how to do it. Maybe Shooter does, but I'm currently too busy to spend effort on testing something that probably won't work.

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Offline Durandal
05-09-2016, 11:31 PM,
#17
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(05-09-2016, 11:01 PM)Thunderer Wrote: If a ship, for example a Valor, didn't fire its FG through its FG muzzle, then the whole ship appearance would need to be changed.
However, as such FGs can't fire at an angle, moving the hardpoint to the ship's center and setting it so that when it fires, the projectile passes through the muzzle, is possible. I just don't know how to do it. Maybe Shooter does, but I'm currently too busy to spend effort on testing something that probably won't work.

Technically possible but it won't solve anything and will look silly as hell, since chances are the ship will have moved by the time the projectile exits the hull, coming out of a different part of the ship.

As for the problem you're experiencing with the zero damage bit, does it happen when firing on non vanilla caps or only on vanilla ones? If so it's that annoying vanilla hitbox issue that we still need to fix.
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Offline Titan*
05-10-2016, 08:21 AM, (This post was last modified: 05-10-2016, 08:26 AM by Titan*.)
#18
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(05-09-2016, 11:31 PM)Durandal Wrote:
(05-09-2016, 11:01 PM)Thunderer Wrote: If a ship, for example a Valor, didn't fire its FG through its FG muzzle, then the whole ship appearance would need to be changed.
However, as such FGs can't fire at an angle, moving the hardpoint to the ship's center and setting it so that when it fires, the projectile passes through the muzzle, is possible. I just don't know how to do it. Maybe Shooter does, but I'm currently too busy to spend effort on testing something that probably won't work.

Technically possible but it won't solve anything and will look silly as hell, since chances are the ship will have moved by the time the projectile exits the hull, coming out of a different part of the ship.

As for the problem you're experiencing with the zero damage bit, does it happen when firing on non vanilla caps or only on vanilla ones? If so it's that annoying vanilla hitbox issue that we still need to fix.

i think it only happens on nonvanilla caps
sometimes nova torpedo-capmissiles does 0 damage to huge ships like valor or nephilim
i think it is happening because nonvanilla caps dont have components like vanilla caps
if you hit vanilla caps with missiles it does x2 more damage to capital ships of course you have to target components to deal x2 more damage
capital ships takes x2 more damage to its engines
cruisers takes x2 more damage to front armor
i also think that bug happening because exp raduis of novas or cap missiles if you hit valor from front with missiles they do 0 dmg because missile explosion radius not reaching to center of the ship
that bug doesnt happening on nonvanilla light caps or non vanilla cruisers
light caps i meant are togo and mako and medium caps
also sarissa doesnt take dmg from nova torp sometimes

that can be solved by increasing exp radius of missiles of course 1 hit can destory alll equipments
but increasing all capship equipment hitpoints can be another solution
however increasing exp radius of capmissiles and nova torp can destroy whole snub group within exp radius

i dont think there is a solution for fg bug
but there is solution for 0 damage bug
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Offline TheShooter36
05-10-2016, 09:05 AM,
#19
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What titan said simply. The problem is no one would change equipment HP/explosion resistance for only two gun to work correctly.

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Offline Unlucky_Soul
05-10-2016, 09:17 AM,
#20
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(05-10-2016, 08:21 AM)Titan Wrote: however increasing exp radius of capmissiles and nova torp can destroy whole snub group within exp radius

"FIRE IN THE HOLE !!!! "
All snubs duck and run away

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