Turret MLRS doesn't work correctly (rockets explode on firei

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  • Turret MLRS doesn't work correctly (rockets explode upon the turret firing them)
    tundramagi
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Thu Jun 04, 2009 10:57 pm

  • A few quick tests works here. i need more info to track this down.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Fri Jun 05, 2009 12:38 am

Fri Jun 05, 2009 2:31 am

  • And only the mlrs behave bad? hm.. ill have a look at those .maps when i get back on monday or tuesday. ah and nexuiz svn i assume?
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
    User avatar
    tZork
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    Posts: 1337
    Joined: Tue Feb 28, 2006 6:16 pm
    Location: Halfway to somwhere else

Fri Jun 05, 2009 5:28 am

  • tZork wrote:And only the mlrs behave bad? hm.. ill have a look at those .maps when i get back on monday or tuesday. ah and nexuiz svn i assume?


    Yep. Machine gun turrets work fine.
    Svn as of last week.
    tundramagi
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Tue Jun 09, 2009 12:11 am

  • I tested the MLRS prefab. It works here, being packed that tight is not the best idea as spread and failure in anti-ff detection will ultimately mean they shoot each other to bits at times.
    As you see here, the turrets collision boxes are very tightly squeezed in, and the corner ones even overlap.

    Image
    Image

    I don't recommend having them this starved for "manoeuvring space" (use things like mg turrets in tight spots, their 'projectile' are 0'size and handle this stuff better), other then that I cant detect any 'error' here. (well, turret_scale_ammo 2 makes them reload to fast and much.. so they always fire from the top left tube.. but that's not the issue that makes rockets explode.)
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
    User avatar
    tZork
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    Posts: 1337
    Joined: Tue Feb 28, 2006 6:16 pm
    Location: Halfway to somwhere else

Tue Jun 09, 2009 5:20 am

  • tZork wrote:I tested the MLRS prefab. It works here, being packed that tight is not the best idea as spread and failure in anti-ff detection will ultimately mean they shoot each other to bits at times.
    As you see here, the turrets collision boxes are very tightly squeezed in, and the corner ones even overlap.

    Image
    Image

    I don't recommend having them this starved for "manoeuvring space" (use things like mg turrets in tight spots, their 'projectile' are 0'size and handle this stuff better), other then that I cant detect any 'error' here. (well, turret_scale_ammo 2 makes them reload to fast and much.. so they always fire from the top left tube.. but that's not the issue that makes rockets explode.)


    Ok, thanks for testing. I guess it's a bug in my laptop's version that's fixed in svn.

    I'll drop the ammoscale down in the mlrs prefab.

    Also, here's a new command you can try (cmd make buildables/building_turrettower_mlrs.bsp 1 (if sv_cheats is set to 1). Divverent added that command, it will spawn the bsp, other type of model, whatever you want (though without entities). Great fun :).
    tundramagi
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    Posts: 974
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