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possible arcingShot/damageType 8 bug?
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Topic: possible arcingShot/damageType 8 bug? (Read 3636 times)
kikimoristan
Commander
Posts: 647
possible arcingShot/damageType 8 bug?
«
on:
February 13, 2015, 05:45:23 pm »
I may have found a bug using openxcom_git_master_2015_02_12_0912 nightly.
I have created a terrorist with built in ranged weapon .
- type: BIGMONSTER_WEAPON
weight: 3
bigSprite: -2
handSprite: 103 < same as celatid
bulletSprite: 8
fireSound: 51
hitSound: 19
hitAnimation: 46
power: 80
damageType: 6 < STUN
accuracySnap: 75
accuracyAimed: 110
tuSnap: 30
tuAimed: 60
battleType: 1
fixedWeapon: true
invWidth: 2
invHeight: 3
clipSize: -1
recover: false
arcingShot: true
It shoots fine and works fine. Until I take control of him. Using CTRL+D I control him I try to shoot game crashes once the shot lands.
If I change damage type to 8 acid however, no crash!
Can you see anything wrong?
Does arcingShot only work for acid damage type?
«
Last Edit: February 13, 2015, 05:51:20 pm by tollworkout
»
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Warboy1982
Administrator
Commander
Posts: 2333
Developer
Re: possible arcingShot/damageType 8 bug?
«
Reply #1 on:
February 13, 2015, 11:50:32 pm »
hitAnimation: 46
explosives use a different pck for the hit animation. set this to 0, or alternatively, set the blastRadius to 0.
smoke, stun, high-explosive and incendiary are considered "explosive" by default.
«
Last Edit: February 14, 2015, 12:07:49 am by Warboy1982
»
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kikimoristan
Commander
Posts: 647
Re: possible arcingShot/damageType 8 bug?
«
Reply #2 on:
February 14, 2015, 03:05:29 am »
thank you warboy!
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possible arcingShot/damageType 8 bug?