View Issue Details

IDProjectCategoryLast Update
0018596Starward RogueBug - GameplayFeb 10, 2016 2:40 pm
ReporterCinth Assigned Tokeith.lamothe  
Severitymajor 
Status resolvedResolutionfixed 
Product Version1.009 
Fixed in Version1.013 
Summary0018596: Controller aiming doesn't work
DescriptionIf your mech has 2 melee systems.

Say you have Phase Blade and Combat Shield equipped.

Controller aim stops functioning, mouse aim still works.
TagsNo tags attached.

Activities

Chris_McElligottPark

Jan 29, 2016 2:35 pm

administrator   ~0044900

Do you have a savegame?

Cinth

Jan 29, 2016 2:37 pm

developer   ~0044901

Not particularly? I found it while making a mech using these two as base abilities.

Outside of trying to find the interaction naturally, is there a quick and easy way to show it?

Chris_McElligottPark

Jan 29, 2016 2:48 pm

administrator   ~0044903

Did you give the mech a main non-melee weapon? If not, then I could definitely see this not working.

Cinth

Jan 29, 2016 2:50 pm

developer   ~0044905

Hmmm. brb.

Cinth

Jan 29, 2016 2:55 pm

developer  

Cinth_HeroSystems.xml (4,141 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>
		<!--                        Hero Systems                         -->




		<!--                        Phase Blade                         -->


		<system name="PlayerMain_MasterSword" related_item="MasterSword"
									display_name="Master Sword" description="Medium range, medium damage." image_name="BlueSword" flagship_ability_type="DirectFireWeapon"
									uses_special_slot="MainGun" category="PlayerDirectedWeapon" targeting_logic="Direct"
									attack_power="15" fire_rate="1" shots_per_salvo="1" shot_is_not_stopped_by_hitting="true" shot_disintegration_mult="6" shot_destroys_other_shots="false"
									shot_type="ShotPlayerNeedleEmblazonedBlue" damage_type="Ballistic"
									deflects_shots="false"
									special_bullet_patterns="PhaseBladeSwing"
									knockback_strength="10" kickback_strength="-200"
									sounds_on_shot_does_damage="WeaponHits/MetalMelee1"
									ATTACK="7" RANGE="1" SPREAD="2"
	>
		</system>

		<!--                        Combat Shield                         -->
		<system name="PlayerAmmo_MirrorShield" related_item="MirrorShield"
			display_name="Mirror Shield" description="How does it work? Your guess is as good as mine" image_name="Invisible" flagship_ability_type="DirectFireWeapon"
			only_fires_on_keybind="UseEnergySystem" category="PlayerDirectedWeapon" targeting_logic="Direct"
			requires_item_type="Energy"
			attack_power="1" fire_rate="0.1" shots_per_salvo="1"
			shot_is_not_stopped_by_hitting="true" shot_destroys_other_shots="false"
			max_damage_per_entity_per_salvo="1"
			deflects_shots_as_friendly_fire="true"
			shot_type="ShotPlayerNeedleEmblazonedBlue" damage_type="Ballistic"
			special_bullet_patterns="CombatShieldPattern"
			ATTACK="1" RANGE="1" SPREAD="5" XFACTOR="3"
	>
		</system>

		<!--                        Attachment similar to FTL and the like                         -->
		<system name="PlayerFixed_CourageousAdventurer"
						related_item="CourageousAdventurer"
						display_name="Mark of the Courageous Adventurer"
						description="Noone quite knows what this curius trinket does."
						image_name="BlazeOfGlory"
						act_as_if_in_same_location_as_main_gun="true"
						uses_special_slot="Attachment"
						XFACTOR="5"
						category="PlayerDirectedWeapon"
						fire_rate="1"
						targeting_logic="Direct"
						attack_power="10"
						shot_type="BlueSword" shot_speed="800"
						shots_per_salvo="1" damage_type="Ballistic"
						time_to_live="2" range_actual="500"
				>
				<modifier target="MyParentEntity" type="IncomingDamage" math="Multiply" magnitude="0.75" />
				<modifier target="MyParentEntity" type="InventoryCapacity" related_item="Energy" math="Add" magnitude="-100" />
				<modifier target="Self" type="SystemCannotBeDropped"/>

		</system>
		<!--                        Mine in the missiles slot                         -->
		<system name="Bomb"
									category="PlayerDirectedWeapon" Related_item="BombBag" display_name="Bomb" description="An oldie but a goodie.  Drop, wait, BOOM!"
									uses_special_slot="Missile" shot_type="HexagonGreen"
									sounds_on_shot_fired="PlayerWeapons/MineDeployment1,PlayerWeapons/MineDeployment2"
									sounds_on_shot_detonate="WeaponHits/MainMissleHit1,WeaponHits/MainMissleHit2,WeaponHits/MainMissleHit3"
									damage_type="Explosive"
									attack_power="100" attack_power_against_player="0"
									shot_area_of_effect="100"
									fire_rate="2.0"
									shot_speed="0"
									range_actual="0"
									shots_per_salvo="1"
									flagship_ability_type="DirectFireWeapon"
									targeting_logic="Direct"
									only_fires_on_keybind="UseMissileLauncher"
									special_bullet_patterns="BombPattern"
									shot_destroys_other_shots="true"
									shot_dies_after_intercepting_another_shot="true"
									shots_can_withstand_x_shot_interceptions="2"
									ATTACK="6" RANGE="1"
				>
				<modifier target="MyShots" type=" DestroysTouchingBombables "/>
		</system>



















</root>
Cinth_HeroSystems.xml (4,141 bytes)   

Cinth

Jan 29, 2016 2:57 pm

developer   ~0044906

This is what I'm using now.

Before I modified these I had Phase Blade in main, Combat Shield in energy and the missile launcher.

Chris_McElligottPark

Jan 29, 2016 3:06 pm

administrator   ~0044907

Okay -- thanks!

Cinth

Jan 29, 2016 3:08 pm

developer   ~0044908

Did I break it or did I find something, I'm so confused ;)

Chris_McElligottPark

Jan 29, 2016 3:12 pm

administrator   ~0044909

No clue. But it's on the list to look at more, since you can duplicate it. :)

Cinth

Jan 29, 2016 3:13 pm

developer   ~0044910

Cool. It's odd since mouse aiming worked the entire time.

Chris_McElligottPark

Jan 29, 2016 3:14 pm

administrator   ~0044911

Mouse aiming isn't something that happens in a "you caused this" sort of fashion. The mech just looks at the mouse at all times. With the gamepad (or just-keyboard-only, for that matter), when you aim you are firing+aiming. So technically it does not work with either mode, per se.

Cinth

Jan 29, 2016 3:23 pm

developer  

Cinth_SystemTesterhull.xml (7,695 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>
  <!--Systems Tester-->
  <entity name="PlayerTester"
    category="Ship"
    ship_category="Player"
    display_name="Crash Test Dummy"
    description="Awkward Humor And Complaint Unit 763"
    speed="500" sprint_speed="900"
    acceleration_for_momentum_mode="5500" deceleration_for_momentum_mode="3600"
    acceleration="90000"  deceleration="90000" min_ship_speed="50"
    acceleration_for_sprint="7800" deceleration_for_sprint="4600"
    max_health="12" max_shield="1"
    image_folder="Player" image_name="PlayerMech"
    wall_collision_reduction="10"
    sounds_on_takes_damage="PlayerSounds/Damage1,PlayerSounds/Damage2,PlayerSounds/Damage3"
    
    death_spiral_movement_driving_bullet_pattern="PlayerShipDeathSpiralPattern"
    death_throes_fade_to_black_time="0.8"
    time_to_visually_rotate_180_degrees="0.2"
    time_to_rotate_firing_direction_180_degrees="0.1"
    is_considered_ground_walker="true"
  >
    <stacked_image src="PlayerMechLegs" size="80" animator_frames="10" animator_sprite_dict_size="320" animator_speed="20"
          offset="0,0" draws_under_ship="true" animation_is_proportional_to_movement_under_power="true">
      <frame_info frame="3" possible_sounds_non_window="PlayerSounds/FootstepFloorA" possible_sounds_window="PlayerSounds/FootstepWindowA"/>
      <frame_info frame="6" possible_sounds_non_window="PlayerSounds/FootstepFloorB" possible_sounds_window="PlayerSounds/FootstepWindowB"/>
    </stacked_image>
    <stacked_image draws_under_ship="true" src="PlayerMechInvincibility" size="200" offset="0,0" rotates_to_face_firing_direction="true" only_shows_if_ship_is_invincible="true" />
    <stacked_image src="ShieldFire" size="128" animator_frames="9" animator_sprite_dict_size="384" animator_speed="60" animator_counts_up_and_down="true" only_shows_if_ship_has_shields="true" offset="-5,0" rotation="90" rotates_to_face_firing_direction="true" />
    <stacked_image src="PlayerMechTorso" size="82" offset="0,0" rotates_to_face_firing_direction="true"/>
    <system type="PlayerMain_PhaseBlade" offset="15,15" add_degrees_to_shots="-2" />
    <system type="PlayerDirected_MissileLauncher" offset="15,-15" add_degrees_to_shots="2" />
    <system type="PlayerAmmo_CombatShield" offset="15,-15" add_degrees_to_shots="2" />
    <hitbox radius="12" offset="0,0" />
    <modifier target="Self" type="MaxHealth" magnitude="4" requires_difficulty_at_least="VeryEasy" requires_difficulty_at_most="VeryEasy" math="Multiply" do_not_stack="false"/>
    <modifier target="Self" type="MaxHealth" magnitude="2" requires_difficulty_at_least="Easy" requires_difficulty_at_most="Easy" math="Multiply" do_not_stack="false"/>
    <modifier target="Self" type="MaxHealth" magnitude="-2" requires_difficulty_at_least="Hard" requires_difficulty_at_most="Hard" math="Add" do_not_stack="true"/>
    <modifier target="Self" type="MaxHealth" magnitude="-4" requires_difficulty_at_least="Misery" requires_difficulty_at_most="Misery" math="Add" do_not_stack="true"/>
    <modifier target="Self" type="IncomingDamage" damage_type="Fire" math="Multiply" magnitude="0"/>
    <modifier target="Self" type="IncomingDamage" damage_type="Poison" math="Multiply" magnitude="0"/>
    <!-- Level 1-->
    <level experience_required_after_previous_level="400" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" />
    <!-- Level 2-->
    <level experience_required_after_previous_level="600" possible_perks="MajorShield,Bloodlust,BountyHunter,HappyFace,LesserDeftness" />
    <!-- Level 3-->
    <level experience_required_after_previous_level="900" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" />
    <!-- Level 4-->
    <level experience_required_after_previous_level="1400" possible_perks="MediumHullReinforcements,MineMaster,CompassMaster,LootMaster" />
    <!-- Level 5-->
    <level experience_required_after_previous_level="2000" possible_perks="MajorCoinage,SecretShopper,AmazingLooter,LargeMissilePick" /><!--WishingForMoreWishes-->
    <!-- Level 6-->
    <level experience_required_after_previous_level="3000" possible_perks="LargeEnergyTank,SmallHullReinforcements,LesserDeftness,LesserCrit" />
    <!-- Level 7-->
    <level experience_required_after_previous_level="4000" possible_perks="Impatience,OutToLunch,Berserker,Energize" />
    <!-- Level 8-->
    <level experience_required_after_previous_level="4600" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,LesserDeftness,Heavyweight" />
    <!-- Level 9-->
    <level experience_required_after_previous_level="5800" possible_perks="MapMaster,LesserCrit,Keyprentice,BeastMode" />
    <!-- Level 10-->
    <level experience_required_after_previous_level="7400" possible_perks="VindictiveResponse,Overkiller,BeastMode,GreaterCrit,Keymaster" />
    <!-- Level 11-->
    <level experience_required_after_previous_level="8800" possible_perks="LargeHullReinforcements,LargeMissilePick,FatBullets" />
    <!-- Level 12-->
    <level experience_required_after_previous_level="9900" possible_perks="SecondChance,GreaterCrit,EnormousBullets,LargeHullReinforcements" />
    <!-- Level 13-->
    <level experience_required_after_previous_level="12000" possible_perks="GreaterDeftness,LargeMissilePick,LargeEnergyTank,MediumHullReinforcements,Brute" />
    <!-- Level 14-->
    <level experience_required_after_previous_level="15000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,LesserDeftness,LesserCrit,Brute" />
    <!-- Level 15-->
    <level experience_required_after_previous_level="20000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" />
    <!-- Level 16-->
    <level experience_required_after_previous_level="25000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" />
    <!-- Level 17-->
    <level experience_required_after_previous_level="35000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" />
    <!-- Level 18-->
    <level experience_required_after_previous_level="45000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" />
    <!-- Level 19-->
    <level experience_required_after_previous_level="60000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" />
    <!-- Level 20-->
    <level experience_required_after_previous_level="80000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" />
    <!-- Level 21-->
    <level experience_required_after_previous_level="90000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" />
    <!-- Level 22-->
    <level experience_required_after_previous_level="95000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" />
    <!-- Level 23-->
    <level experience_required_after_previous_level="98000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" />
    <!-- Level 24-->
    <level experience_required_after_previous_level="99000" possible_perks="SmallEnergyTank,SmallMissilePick,SmallHullReinforcements,Brute" />
    <comparison_stat name="ATTACK" bars="5" />
    <comparison_stat name="RANGE" bars="5" />
    <comparison_stat name="MISSILES" bars="5" />
    <comparison_stat name="ENERGY" bars="5" />
    <comparison_stat name="HEALTH" bars="9" />
    <comparison_stat name="SHIELDS" bars="1" />
    <comparison_stat name="SECONDARY" value="Rain Cannon" />
    <comparison_stat name="SPECIAL" value="None" />
  </entity>

</root>
Cinth_SystemTesterhull.xml (7,695 bytes)   

Cinth

Jan 29, 2016 3:26 pm

developer   ~0044912

Fastest mod made by me yet.... Anyway, quickly made a hull with the phase blade as main and combat shield as energy (nothing else changed from white gloss).

Some humor in there for Keith because why not :)

Sounds like I found something then. It is a legit combination of weapons you can find, and would be a horrible surprise for someone on floor 5 ;)

keith.lamothe

Feb 10, 2016 1:30 pm

administrator   ~0045122

Can't test it right now because my controller and the game have decided to stop speaking to each other, but fyi if you want to test a combination of systems in the normal (un-modded) game context you can put a new xml file in RuntimeData/Configuration/DevScripts/ with contents like:

<root>
  <entity type="PhaseBlade" offset_from_player="50,150" />
  <entity type="CombatShield" offset_from_player="150,150" />
</root>

Then start a run in dev mode, press L to bring up the dev menu, select that script from the dropdown, and click the button execute it (after that you can execute from that filename via Ctrl+F8).

That will spawn the pickups for both of those systems, you can pick them up, and see how it would work if you'd found them normally.

keith.lamothe

Feb 10, 2016 2:40 pm

administrator   ~0045123

Ok, was able to test it via the keyboard controls.

For 1.013:

* Fixed a bug where gamepad/keyboard aiming of melee primary weapons didn't really work because it wasn't using the mouse version's rule of "always act like it has at least 30 range for angle computations".

* Improved the responsiveness of gamepad/keyboard firing to aim in the direction specified even for the first shot (which previously tended to go towards wherever you were facing before pressing the button).

Thanks :)

Issue History

Date Modified Username Field Change
Jan 29, 2016 4:50 am Cinth New Issue
Jan 29, 2016 2:35 pm Chris_McElligottPark Note Added: 0044900
Jan 29, 2016 2:37 pm Cinth Note Added: 0044901
Jan 29, 2016 2:48 pm Chris_McElligottPark Note Added: 0044903
Jan 29, 2016 2:50 pm Cinth Note Added: 0044905
Jan 29, 2016 2:55 pm Cinth File Added: Cinth_HeroSystems.xml
Jan 29, 2016 2:57 pm Cinth Note Added: 0044906
Jan 29, 2016 3:06 pm Chris_McElligottPark Note Added: 0044907
Jan 29, 2016 3:06 pm Chris_McElligottPark Assigned To => keith.lamothe
Jan 29, 2016 3:06 pm Chris_McElligottPark Status new => assigned
Jan 29, 2016 3:08 pm Cinth Note Added: 0044908
Jan 29, 2016 3:12 pm Chris_McElligottPark Note Added: 0044909
Jan 29, 2016 3:13 pm Cinth Note Added: 0044910
Jan 29, 2016 3:14 pm Chris_McElligottPark Note Added: 0044911
Jan 29, 2016 3:23 pm Cinth File Added: Cinth_SystemTesterhull.xml
Jan 29, 2016 3:26 pm Cinth Note Added: 0044912
Feb 10, 2016 1:30 pm keith.lamothe Note Added: 0045122
Feb 10, 2016 2:40 pm keith.lamothe Note Added: 0045123
Feb 10, 2016 2:40 pm keith.lamothe Status assigned => resolved
Feb 10, 2016 2:40 pm keith.lamothe Fixed in Version => 1.013
Feb 10, 2016 2:40 pm keith.lamothe Resolution open => fixed