Re-implement More Vanilla Turret patches#1165
Re-implement More Vanilla Turret patches#1165sumghai wants to merge 2 commits intoCombatExtendedRWMod:masterfrom sumghai:FastTrackPatchUpdate_MoreVanillaTurrets
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@N7Huntsman - I'm going to need some help with the issue where Plasma mortars are not craftable at the Machining Table/Bench , since they otherwise work correctly. |
| <recoilPattern>Mounted</recoilPattern> | ||
| </Properties> | ||
| <AmmoUser> | ||
| <magazineSize>100</magazineSize> |
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100 seems a bit low when this thing can blow through that in 3 bursts. Doesn't quite sell the 'unrelenting lead storm' if it needs reloaded every other volley.
| <recoilAmount>0.83</recoilAmount> | ||
| <verbClass>CombatExtended.Verb_ShootCE</verbClass> | ||
| <hasStandardCommand>true</hasStandardCommand> | ||
| <defaultProjectile>Bullet_50BMG_FMJ</defaultProjectile> |
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Given it's size, .50 cal is probably too much. The turret description calls it an upgrade to the vanilla turret (which uses 5.56mm NATO), so perhaps 7.62mm NATO would be appropriate?
| <hasStandardCommand>true</hasStandardCommand> | ||
| <defaultProjectile>Bullet_83mmSMAW_HEAT</defaultProjectile> | ||
| <warmupTime>2.09</warmupTime> | ||
| <range>48</range> |
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Seems pretty short, given what they're firing.
| <reloadTime>15.6</reloadTime> | ||
| <ammoSet>AmmoSet_50BMG</ammoSet> | ||
| </AmmoUser> | ||
| <FireModes> |
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Generally speaking for auto turrets, they don't have a burst fire mode, and simply use automatic with the auto burst being the desired number of rounds (mainly, I suspect, because there's not a flick switch job associated with changing the fire modes). This should be changed for the automated versions of the military turret and precision turret (which I'd make single fire anyway). Can be left for the manned versions, since there's a operator.
| <!-- ========== Gun Complex ========== --> | ||
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| <li Class="CombatExtended.PatchOperationMakeGunCECompatible"> | ||
| <defName>Gun_GunComplex</defName> |
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I'm getting an error: Config error in GunComplex: has duplicate thingCategory BuildingsSecurity. Probably just an inheritance issue to resolve.
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| </li> | ||
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| <!-- ========== Shredder Turret ========== --> |
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Yellow message in logs. Shredder turret gun (12 Gauge) burst fire shot count is same or higher than auto fire. Somewhat odd, given the turret can't be set to burst fire anyway.
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So the Issues @N7Huntsman Mentioned above with the Red Errors popping up are related to OUR code, there is currently an issue where human pawns are trying to fire empty turrets.. Once the code is fixed we will be able to / and have to, Retest this patch to make sure there are no residual errors lying around within the patch itself.. At this time we can not test the patch ... I will post another comment when we can resume testing and our internal error has been resolved. |
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@zhrocks11 - Thanks for letting me know.
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Additions
Changes
weaponTagPatchOp that failed, and prevented subsequent patches from working properlyReferences
TODO: