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[0.7.81] Hardpoints check

PostPosted: Wed Sep 02, 2015 10:55 am
by Zuko
It seems like server does not check the hardpoints, when fitting the turrets/launchers.
I only checked the dreadnoughts so far, which turned out to be quite hilarious - all caps (maybe except for phoenix) do have the slots for extra-turrets, which fits pretty organic.
I attached the screenshots. Green outlines marked the designed hardpoints, yellow - the ones that went out of it (those, that were not supposed to be fitted).
So, as DV said, maybe we should just add some extra hardpoints to those dreds to give that unused slots some purpose? :D

P.S. - My bad, i crashed the server. Forgot to release the lock before i did .kill on dat rat ^_^

Re: [0.7.81] Hardpoints check

PostPosted: Wed Sep 02, 2015 11:54 pm
by Allan
yeah, i remember some weirness about hardpoints, and i know aknor was working on that part when he got busy irl.
what i've seen in my tests, the client didnt allow me to add more guns than i had hardpoints.
i know in some cases, you CAN fit turrents on ships that dont have hardpoints. (i.e. mining barge)
i havent messed with that part of the code that much, so not sure how it works, or should work in this case.
you and dv have time to look into that one? if you want to, that is. ;)

if not, it's cool.
i'll put it on the list anyway.
cheers

p.s. i saw where you crashed server. that was a segfault i never expected, so didnt test for it.
it was a "clear targets" call that didnt act right.
there's some weird shit going on with the target clearing code. im guessing zhur didnt finish it, but not sure if anyone else worked on it. (besides me)

Re: [0.7.81] Hardpoints check

PostPosted: Thu Sep 03, 2015 6:56 am
by DaVinci
Aight, we'll add it to schedule too.
I remember we had a similar thing back on apoc, so we did implemented the hardpoints check. Ofc, it won't fit the current code, but we could use the logic, at least.

And speaking of crash - Tyler just forgot to remove target when he used .kill command. When NPC died, it successfully nullified it's target lock, but if player didn't do it - server will consider that non-existant rat to be still locked by a player. So i guess that's the root.

Re: [0.7.81] Hardpoints check

PostPosted: Thu Sep 03, 2015 11:40 pm
by Allan
DaVinci wrote: When NPC died, it successfully nullified it's target lock, but if player didn't do it - server will consider that non-existant rat to be still locked by a player. So i guess that's the root.
yep, that's what the segfault was. :)