Annilihator, Grenade Launcher and Heavy Weapons

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Caliginosus
Cornac
Posts: 42
Joined: Wed Oct 07, 2020 10:17 am

Annilihator, Grenade Launcher and Heavy Weapons

#1 Post by Caliginosus »

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.

megazatoth
Low Yeek
Posts: 5
Joined: Wed Sep 16, 2020 2:41 am

Re: Annilihator, Grenade Launcher and Heavy Weapons

#2 Post by megazatoth »

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)
if not weaponC and not pf_weaponC and weapon then weaponC = weapon.combat end
before
if not weaponC and not pf_weaponC then return nil end
Seems to have fixed it. Hopefully I haven't bricked something else by doing this...

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.

OrangePulp
Posts: 3
Joined: Wed Feb 24, 2016 4:55 am

Re: Annilihator, Grenade Launcher and Heavy Weapons

#3 Post by OrangePulp »

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).

megazatoth
Low Yeek
Posts: 5
Joined: Wed Sep 16, 2020 2:41 am

Re: Annilihator, Grenade Launcher and Heavy Weapons

#4 Post by megazatoth »

Have you added it at the right place? For me it looks like

[...]
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"
[...]
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...

Sinister Stairs
Higher
Posts: 47
Joined: Sun Aug 06, 2017 12:36 am

Re: Annilihator, Grenade Launcher and Heavy Weapons

#5 Post by Sinister Stairs »

Thanks, I'll try the rocket pod fix tonight.

darkgod
Master of Eyal
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Re: Annilihator, Grenade Launcher and Heavy Weapons

#6 Post by darkgod »

fixed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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