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Annilihator, Grenade Launcher and Heavy Weapons
Posted: Fri Oct 30, 2020 3:39 pm
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.
Re: Annilihator, Grenade Launcher and Heavy Weapons
Posted: Sat Oct 31, 2020 8:16 am
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.
Re: Annilihator, Grenade Launcher and Heavy Weapons
Posted: Sun Nov 01, 2020 11:33 am
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).
Re: Annilihator, Grenade Launcher and Heavy Weapons
Posted: Sun Nov 01, 2020 3:12 pm
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...
Re: Annilihator, Grenade Launcher and Heavy Weapons
Posted: Mon Nov 02, 2020 6:27 pm
by Sinister Stairs
Thanks, I'll try the rocket pod fix tonight.
Re: Annilihator, Grenade Launcher and Heavy Weapons
Posted: Mon Nov 02, 2020 10:39 pm
by darkgod
fixed