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Re-implement More Vanilla Turret patches #1165

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Re-implement More Vanilla Turret patches #1165

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sumghai
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@sumghai sumghai commented Mar 31, 2020

Additions

  • Re-implementation of compatibility patches for More Vanilla Turrets

Changes

  • Fixed turrets not showing ammo gizmo and not firing
    • Cause of issue was an outdated weaponTag PatchOp that failed, and prevented subsequent patches from working properly
  • Reduced Blast Turret ammo capacity to 48 40x53mm Grenades
    • Previous capacity was 75 grenades
    • Due to the bulk and mass of each 40x53mm Grenade ammo item, a typical pawn with a backpack cannot reload more than 50 grenades
    • When a pawn attempts to load more grenades than they can carry, they end up being stuck in a perpetual reloading loop
    • Lowering the capacity fixes this behaviour

References

TODO:

  • 81mm Plasma mortar currently not craftable
    • Plasma mortars can be spawned via dev mode, loaded by pawns into Devastator mortar and fired at targets
    • However, Plasma mortars do not show up in the Machining Bench's list of bills
    • I suspect that the ammo patcher is not recognizing the standalone ammoset created specifically for the Devastator mortar

@sumghai
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sumghai commented Mar 31, 2020

@N7Huntsman - I'm going to need some help with the issue where Plasma mortars are not craftable at the Machining Table/Bench , since they otherwise work correctly.

@sumghai sumghai mentioned this pull request Mar 31, 2020
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<recoilPattern>Mounted</recoilPattern>
</Properties>
<AmmoUser>
<magazineSize>100</magazineSize>

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100 seems a bit low when this thing can blow through that in 3 bursts. Doesn't quite sell the 'unrelenting lead storm' if it needs reloaded every other volley.

@N7Huntsman N7Huntsman self-requested a review April 1, 2020 05:10
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Plasma mortar is throwing an error when fired--it'll load and aim, but when it fires all the ammo disappears. I'll take a look when I have the time.
20200401011322_1

<recoilAmount>0.83</recoilAmount>
<verbClass>CombatExtended.Verb_ShootCE</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_50BMG_FMJ</defaultProjectile>
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Given it's size, .50 cal is probably too much. The turret description calls it an upgrade to the vanilla turret (which uses 5.56mm NATO), so perhaps 7.62mm NATO would be appropriate?

<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_83mmSMAW_HEAT</defaultProjectile>
<warmupTime>2.09</warmupTime>
<range>48</range>
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Seems pretty short, given what they're firing.

<reloadTime>15.6</reloadTime>
<ammoSet>AmmoSet_50BMG</ammoSet>
</AmmoUser>
<FireModes>
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Generally speaking for auto turrets, they don't have a burst fire mode, and simply use automatic with the auto burst being the desired number of rounds (mainly, I suspect, because there's not a flick switch job associated with changing the fire modes). This should be changed for the automated versions of the military turret and precision turret (which I'd make single fire anyway). Can be left for the manned versions, since there's a operator.

<!-- ========== Gun Complex ========== -->

<li Class="CombatExtended.PatchOperationMakeGunCECompatible">
<defName>Gun_GunComplex</defName>
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I'm getting an error: Config error in GunComplex: has duplicate thingCategory BuildingsSecurity. Probably just an inheritance issue to resolve.

</value>
</li>

<!-- ========== Shredder Turret ========== -->
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Yellow message in logs. Shredder turret gun (12 Gauge) burst fire shot count is same or higher than auto fire. Somewhat odd, given the turret can't be set to burst fire anyway.

@zhrocks11
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So the Issues @N7Huntsman Mentioned above with the Red Errors popping up are related to OUR code, there is currently an issue where human pawns are trying to fire empty turrets..

Once the code is fixed we will be able to / and have to, Retest this patch to make sure there are no residual errors lying around within the patch itself.. At this time we can not test the patch ... I will post another comment when we can resume testing and our internal error has been resolved.

@N7Huntsman N7Huntsman changed the base branch from zhrocks11Dev to master April 1, 2020 20:35
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sumghai commented Apr 5, 2020

@zhrocks11 - Thanks for letting me know.

Incidentally, I have also received reports (and have experienced) third-party mod turrets not being reloadable at all by pawns. Do you think that's related to the issue you're seeing? (EDIT: Please disregard the excised comment, as it appears to only occur on old 1.0 CE saves being upversioned to 1.1)

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4 participants