Nanomachic rocket launcher + Shottyman eats 1 [magazine?] of ammo

Started by Fusilliban, May 15, 2013, 20:22

Fusilliban

After seeing how much fun it was, I made a nanomach napalm launcher.  I equipped it as soon as I made it and headed off into the great black yonder to wreak havoc with it.  Shottyman put a rocket in it.  I did not test nanomach rocket/missile launchers, but I'd bet a dollar that it works there too, and a second dollar that a nanomach missile launcher eats 4 rockets regardless of how loaded it was pre-assembly.

This only happened once, it doesn't chew through my rockets or anything, and 1 rocket for infinity rockets is a trade I'm happy to make.  But it feels unintentional and so I report it.

Kornel &c, please let me know if this and my other report are too minor and you'd rather not get stuff like this.

thelaptop

Nah, there's no such thing as a "too minor bug report" -- bugs are bugs.  Sometimes it's the small things that evade the testing phase because most of the testers have played the game so many times that they don't really see small issues any more.

As for Shottyman loading a Nanomachic-weapon... interesting.  I think I know what's going on, but we'll have to see how Kornel wants to interpret/fix that.
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GinDiamond

nanomachic? Is that a new assembly? We need the assembly wiki page updated...
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White Rider

Nanomachic = Nanomanufacture ammo (non-shotgun/non-bfg B3N1)

It's referred to nanomachic because it names weapons as such when you complete the assembly.
0.9.9.6: 10d 15h Arch-Vile Major; 6/6/2012 - 3/15/2013
0.9.9.7: 12d 9h Cyberdemon Br. General; 3/19/2013 - ?
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Fusilliban

Quote from: thelaptop on May 16, 2013, 05:17As for Shottyman loading a Nanomachic-weapon... interesting.  I think I know what's going on, but we'll have to see how Kornel wants to interpret/fix that.

My assumption was that you had wrappers of if (!nanomach) { ... } around the enough-ammo check, the subtract-ammo, and command.reload(), and that Shottyman bypasses command.reload() and does some lower level stuff.  And that for some reason, nanomach stuff has current_ammo set to 0 on assembly.

That's what it feels like, anyway.  If I manage to assemble a nanomach rocket/missile launcher, or a nano-shrapnel anything, with Shottyman, I'll be sure to take notes.  (Which might happen, I am trying AoSh again, which I am embarrassingly bad at.)

shark20061

This is fixed in repo.  Shottyman won't reload weapons that self-charge or don't use ammo at all as of next version.
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Rabinowitz

The N-modified missile launcher also reloads from Shottyman and eats rockets from inventory.
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