OpenXcom Forum

Contributions => Programming => Topic started by: CanadianBeaver on August 19, 2016, 11:29:53 pm

Title: bulletSprite is wrong for arcingShot
Post by: CanadianBeaver on August 19, 2016, 11:29:53 pm
If a weapon has option arcingShot: true, then bulletSprite does not work for specified clips in the compatibleAmmo list. It means, that only specified bulletSprite in the weapon definition will be drawn instead of the specified bulletSprite in the each clip.

Example:

Code: [Select]
  - type: STR_SUPER_WEAPON
    compatibleAmmo:
      - STR_SW1_AMMO
      - STR_SW2_AMMO
    arcingShot: true

  - type: STR_SW1_AMMO
    bulletSprite: 15  # it does not work

  - type: STR_SW2_AMMO
    bulletSprite: 16 # it does not work


Is it OK or is it bug? I think this is a bug, because other weapons (arcingShot: false) do not have this problem.
Title: Re: bulletSprite is wrong for arcingShot
Post by: Yankes on August 20, 2016, 12:04:28 am
I think this is because in normal xcom only Celatid have arcing attack and he don't have ammo.
Title: Re: bulletSprite is wrong for arcingShot
Post by: CanadianBeaver on August 20, 2016, 12:20:54 am
It looks like true.

But some mods have different animations for clips of arcing weapons. For example the Grenade Launcher (https://www.openxcom.com/mod/grenade-launcher) from Ryskeliini implements different animation for grenades. Unfortunately, how I see during the game, only animation from the weapon definition works and does not work from the clip definition.
Title: Re: bulletSprite is wrong for arcingShot
Post by: Warboy1982 on August 20, 2016, 06:50:04 am
i'm going to assume you're using 1.0, where these features didn't exist, as opposed to the nightly, where they do.
Title: Re: bulletSprite is wrong for arcingShot
Post by: CanadianBeaver on August 20, 2016, 08:40:33 am
i'm going to assume you're using 1.0, where these features didn't exist, as opposed to the nightly, where they do.

Yes, I am using 1.0. Thank you for answer.