OpenXcom Forum
OpenXcom => Open Feedback => Topic started by: BBHood217 on August 11, 2014, 07:24:50 pm
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I've had a few games where an alien can throw a grenade and afterwards still have time left to fire off a snap shot. And a few times where an alien exits from a UFO and throws a grenade when I know it shouldn't have had enough time to do all that.
I'm not imagining things, am I? Is it because Instant Grenades are on?
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You can prime a grenade in one turn and throw it in the next (or any subsequent turn), I'm assuming aliens also do this
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I've remembered a situation where a Floater seemed both to fire its weapon and throw a grenade at a scouting HWP on the same turn. That looked odd but at the time I simply thought that there was a second alien nearby. However, afterwards I found no 2nd alien on that location. I remember that my thought was that the alien must have already a primed grenade (I've never seen them doing this on the original but it might be something added by OXC).
At the end I ignored the incident since it could just have been a misperception on my part. Now, after reading the OP I'm more inclined think there might be something there. I'll keep an eye to see if this happens again.
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Every time I saw an alien throw a grenade, it always exploded after their turn was done (or instantly exploded with Instant Grenades on). So I don't think aliens know how to prime grenades above 0.
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Every time I saw an alien throw a grenade, it always exploded after their turn was done (or instantly exploded with Instant Grenades on). So I don't think aliens know how to prime grenades above 0.
It could prime the grenade with a 0 timer and keep it on its hand until the next turn.
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they prime the grenades as they throw them, and they are charged accordingly. they weren't getting charged for moving it from their belt to their hand, but it IS all properly accounted for
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they prime the grenades as they throw them, and they are charged accordingly. they weren't getting charged for moving it from their belt to their hand, but it IS all properly accounted for
The oracle has spoken! ;)
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Okay, I just saw a muton walk several tiles and then afterwards throw a grenade primed at 0. He definitely only had enough time to just throw it, there should've been no time for him to have primed it first.
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well, yeah, he could have primed it in a previous turn. as long as he carries it, it won't explode... just like it does for your own soldiers.
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well, yeah, he could have primed it in a previous turn. as long as he carries it, it won't explode... just like it does for your own soldiers.
That is pretty doubtful though. I have never killed an alien and had it explode next turn as if they have dropped a primed grenade.
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True. Hm. Maybe there is really something going on. Maybe the computer is cheating... when it shouldn't be able to.
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in vanilla Xcom TFTD (which I played the most) I often noticed aliens throwing a grenade then taking a snap shot, and those weapons have higher TU costs . . . and then walk around a little
So they are not getting charged for Priming the grenade, only throwing it.
Maybe they have this little implant in their arm that auto-primes their grenades when they throw them eh? Too bad the xcom researchers never found it or the electronic receiver in their grenades that allowed them to be remotely activated in flight.
>>> reasoning ,the aliens never prime their grenades in advance, otherwise there would have been cases where you shoot one and the grenades he drops explode. Nevar happened in the history of gameplay.
(in other news, one can throw a grenade underwater up to a hundred yards, but in doom flynn taggart can carry every weapon in his arsenal too. thats games man)
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Who's Flynn Taggart?
Surely you're referring to Doomguy ;)
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Who's Flynn Taggart?
Surely you're referring to Doomguy ;)
Who's totally Blazkowicz's grandson BTW :)
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Well in XCom you can carry up to about 7 weapons too, it's not Call of Duty either :)
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Well in XCom you can carry up to about 7 weapons too, it's not Call of Duty either :)
"No, you don't need an additional shotgun to go with your 2 pistols, Assault Rifle, AutoCannon, Stun Rod and Uzi. Now board that Skyranger trooper!" :)
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After suffering another instance of an alien moving and afterwards only having enough TUs to throw a grenade without priming it only for the grenade to explode anyway, I have to ask:
Is this fair?
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Very interesting. So it seems to be that the aliens SHOULD spend the corresponding time units for priming a grenade but it seems not, right? And also quite many players seem to have experienced this problem. I myself also sometimes felt there's something strange about the aliens' throwing a grenade for some reason, but since they don't throw grenades that much frequently, I think I have neglected it so far. It would be great if there's a technical explanation for this problem.
Or is it just my misunderstanding? Honestly, I don't know ??? since I cannot remember exactly a single case when aliens had thrown a grenade and had yet enough time to do some other stuff: they usually just ran away IIRC. But also I doubt if it was just caused by mod conflictions...
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finally found it... it's subtle
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/AlienBAIState.cpp#L1791 (https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/AlienBAIState.cpp#L1791)
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finally found it... it's subtle
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/AlienBAIState.cpp#L1791 (https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/AlienBAIState.cpp#L1791)
So the problem is fixed now, right? Splendid! 8)
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not yet, but soon.
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Wait... this was a bug all along? :o
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For the curious, in the linked function, we see the TU cost computed and checked, but it's never actually substracted from the unit's TU.
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not quite... it IS subtracted, that's handled elsewhere.
the problem is:
"if (tu <= _unit->getStats()->tu)"
looks correct at first glance, right?
but if i rename the function slightly:
"if (tu <= _unit->getBaseStats()->tu)"
then the problem is MUCH more apparent.
like i said... subtle.