aliens

Author Topic: Tactical Mission - all grenades activated  (Read 7095 times)

Offline MyThos

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Tactical Mission - all grenades activated
« on: October 18, 2013, 05:22:43 pm »
Hi,

I have been playing quite a bit with the latest git builds and run into a strange issue with grenades which I can only reproduce on one machine. There was a bug fix mentioning aliens activating grenades they can't throw which seemed to have fixed a CTD when a floater medic after going panic tries to use on me. So now everything seems to be perfect again, only ...

Copied saves to other machine and started terror mission. All grenades are active (xcom and alien) and any leftovers on skyranger flow blow up directly after first turn. With aliens the issues is that all corpses blow up as any leftover grenades explode. All grenades in inventory are active, even flares ...

Can you check what is the issue ? Would it be possible to globally reset all grenade states after tactical missions ?

Thanks and Regards,
Michael

P.S. Tried with latest git build (openxcom_git_master_2013_10_18_1404.zip) and cleaned options.log

Offline kkmic

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Re: Tactical Mission - all grenades activated
« Reply #1 on: October 18, 2013, 05:28:50 pm »
Is it related to this?

Offline MyThos

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Re: Tactical Mission - all grenades activated
« Reply #2 on: October 18, 2013, 05:35:46 pm »
Is it related to this?

Yes I have seen this. Since then I have played with at least 3 new nightly builds, and had no issues on my other pc. Just now I started a new tactical (terror) mission (see attached sav) and ran into the issue. Strangely enough the alien are also involved ?!

Offline Warboy1982

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Re: Tactical Mission - all grenades activated
« Reply #3 on: October 19, 2013, 06:47:54 am »
https://openxcom.org/bugs/openxcom/issues/319#comment_2026

edit: for the sake of people who lack bug tracker accounts:

the problem is re-using a saved game from a previous version.

your equipment loadouts have been saved prior to Oct 13, with explodeTurn set to 0. 0 no longer means "unprimed", it means "set to go off this turn", -1 means unprimed.

there are 3 easy solutions to this:

1 start a new game.

2 adjust all your soldier's loadouts manually.

3 open your save file in a text editor and find all instances of "explodeTurn: 0" and replace with "explodeTurn: -1"
« Last Edit: October 20, 2013, 11:14:46 pm by Warboy1982 »

Offline Hobbit Lord

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Re: Tactical Mission - all grenades activated
« Reply #4 on: October 19, 2013, 11:37:47 am »
I've had that same issue

The annoying thing is when the soldier carrying them dies they automatically go off and kill others soldiers, setting off a chain reaction

Offline MyThos

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Re: Tactical Mission - all grenades activated
« Reply #5 on: October 20, 2013, 10:01:25 pm »
https://openxcom.org/bugs/openxcom/issues/319#comment_2026

Thanks, will look into modifying the savegame before the terror mission. Hope the aliens will not be primed any longer :)

Offline zatarra86

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Re: Tactical Mission - all grenades activated
« Reply #6 on: October 26, 2013, 06:45:24 am »
@Warboy 1982:
What do you mean by "adjust all your soldier's loadouts manually"?
And if I choose edit the saved game in Notepad, do I change EVERY instance of 'explodeTurn: 0' to 'explodeTurn: -1' or just the ones pertaining to grenades?

Offline Warboy1982

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Re: Tactical Mission - all grenades activated
« Reply #7 on: October 26, 2013, 09:22:27 am »
@Warboy 1982:
What do you mean by "adjust all your soldier's loadouts manually"?
And if I choose edit the saved game in Notepad, do I change EVERY instance of 'explodeTurn: 0' to 'explodeTurn: -1' or just the ones pertaining to grenades?

by that i mean edit the saved game in notepad, and yes.