Noctifer-de-Mortem/nocts_cata_mod

Zombie augmented juggernaut (launcher version) never use it's launcher

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Spawn a zombie augmented juggernaut, and watch it just runing with you.

typo:
image

I've noticed it seems to not always use its launcher. They way it's set up now, it SHOULD fire but it only has 5 shots. I'll check the range and test in latest versions of BN and DDA in a bit when I can though.

Addition: zombie augmented scout has the same problem.

Is this in DDA, BN, or both?

Just test on DDA

I'll see if I can get time to test this, and if it's DDA-specific I'll try to see if there's some change that broke monster ranged attacks. I'm guessing then that vanilla turrets and the other augmented undead ranged attacks work?

So I tested this a bit, the super scout and launcher juggernaut work fine in BN but not in DDA. The other augmented undead ranged attacks seem to work fine in DDA as well.

I'll check if there's any JSON difference between the BN and DDA versions, but if not this sounds like another case of DDA acting up in some way.

I'll have to check whether the .50 BMG turrets in vanilla DDA work or not, if I recall they're the one of the few DDA turrets to have the kind of full-targeting setup that closely matches how the scout and juggernaut are supposed to behave.

EDIT: No JSON difference between BN and DDA version of the super scout and launcher juggernaut's ranged attack, meanwhile it seems the only spawnable monster to use laser_lock doesn't set it to force targeting of players, something that I guess works in BN but not DDA? Weird.

AHAH. I figured out what it is. The weapons the monsters were using still relied on an old workaround of removing the FIRE_X flags to make them only consume 1 ammo per shot, because monster ranged weapons didn't use those flags correctly. I don't know if that behavior is still needed, but if so I need to replace them with an overriding ammo_to_fire instead.

Hecc, forgot the misc typo fix though. @.@