Grenade Launcher only triggers when using a steamgun basic attack. I have not been able to trigger it with any Heavy Weapons. Same for Barrage.
Even though its tooltip clearly states: "Each time you make a basic attack with your steamgun or a heavy weapon, you fire a grenade at the target[...]"
This is true for 1.6.7 and 1.7.
Annilihator, Grenade Launcher and Heavy Weapons
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- Cornac
- Posts: 42
- Joined: Wed Oct 07, 2020 10:17 am
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- Low Yeek
- Posts: 5
- Joined: Wed Sep 16, 2020 2:41 am
Re: Annilihator, Grenade Launcher and Heavy Weapons
I'm having the same issue in 1.7 - also rocket pod doesn't fire at all.
For the rocket pod issue I'm seeing this in the log - is this relevant?
[ARCHERY ACQUIRE TARGETS WITH] Talosis' Counterpoint deadly pouch of iron shots of accuracy nil nil
(PS: I tried to fix the issue myself but embers of rage classes don't see to be in the git - is that because it's a paid DLC?)
EDIT: for the rocket pod problem. adding this line in archery.lua, in function _M:archeryAcquireTargets(tg, params, force)
For the grenade issue, it looks like callbackOnArcheryAttack checks if you're using T_STORMSTRIKE, T_FLECHETTE_BURST or T_FLAME_JET but it is not called when these happens so... it is MEANT to work with basic heavy weapon attacks but doesn't.
For the rocket pod issue I'm seeing this in the log - is this relevant?
[ARCHERY ACQUIRE TARGETS WITH] Talosis' Counterpoint deadly pouch of iron shots of accuracy nil nil
(PS: I tried to fix the issue myself but embers of rage classes don't see to be in the git - is that because it's a paid DLC?)
EDIT: for the rocket pod problem. adding this line in archery.lua, in function _M:archeryAcquireTargets(tg, params, force)
beforeif not weaponC and not pf_weaponC and weapon then weaponC = weapon.combat end
Seems to have fixed it. Hopefully I haven't bricked something else by doing this...if not weaponC and not pf_weaponC then return nil end
For the grenade issue, it looks like callbackOnArcheryAttack checks if you're using T_STORMSTRIKE, T_FLECHETTE_BURST or T_FLAME_JET but it is not called when these happens so... it is MEANT to work with basic heavy weapon attacks but doesn't.
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- Posts: 3
- Joined: Wed Feb 24, 2016 4:55 am
Re: Annilihator, Grenade Launcher and Heavy Weapons
Tried that fix and had no luck on my end for rocket pods, but I'll admit I haven't messed around with the game's lua files before this (didn't realize all the data files were just renamed zip archives).
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- Low Yeek
- Posts: 5
- Joined: Wed Sep 16, 2020 2:41 am
Re: Annilihator, Grenade Launcher and Heavy Weapons
Have you added it at the right place? For me it looks like
If that doesn't fix it for you then I dunno man, hopefully a dev can fix it for real eventually and then you can grab it off the github or something. For the grenade I don't have a fix, it looked like too much of a pain to track down without knowing the code or having a debugger...
[...]
if not weaponC and not pf_weaponC and weapon then weaponC = weapon.combat end
if not weaponC and not pf_weaponC then return nil end
-- at least one shot is possible, set up targeting
tg.type = tg.type or weaponC and weaponC.tg_type or offweaponC and offweaponC.tg_type or pf_weaponC and pf_weaponC.tg_type or ammo.combat.tg_type or "bolt"
[...]
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- Higher
- Posts: 47
- Joined: Sun Aug 06, 2017 12:36 am
Re: Annilihator, Grenade Launcher and Heavy Weapons
Thanks, I'll try the rocket pod fix tonight.
Re: Annilihator, Grenade Launcher and Heavy Weapons
fixed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
