Flak proj effects not moving bug
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This is an odd bug that has been testing my patience. What happens is that the projectile effects for the flak guns I’ve added (essentially missiles with no tracking and a high explosive radius) just sit still in space where they were fired. This screen shot was taken two seconds after the guns were fired:
The effects were working fine until I installed the 1.1 patch for Freelancer, and reverting to 1.0 solves the problem again. I am not using a modified exe. Common.dll, Server.dll, and Content.dll are modified; however, replacing these with the unmodified does not solve the problem.
Some notes:
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This is a visual bug only, the weapons can still hit targets and deal damage.
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Other missiles show no signs of this problem.
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The projectile effecst will very rarely fly outwards as they are supposed to. This most often happens immediately after taking a screen shot.
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Increasing the acceleration applied by the motor results in the effect accelerating, but only directly forwards from the ship that fired the weapon and not in the direction the weapon was fired.
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Changing the constant_effect results in no change.
For reference here is the code for the flak weapons.
[Motor] nickname = prototype_flak_5tur_motor lifetime = 1.000000 accel = 1.000000 delay = 0 [Explosion] nickname = prototype_flak_5tur_explosion effect = ku_missile01_impact lifetime = 0.000000, 0.000000 process = disappear strength = 100 radius = 100 hull_damage = 22.2222 energy_damage = 0 impulse = 0.000000 [Munition] nickname = prototype_flak_5tur_ammo explosion_arch = prototype_flak_5tur_explosion loot_appearance = ammo_crate units_per_container = 10000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_bolt_long detonation_dist = 60 lifetime = 3.000000 Motor = prototype_flak_5tur_motor force_gun_ori = false const_effect = br_flakcannon01_proj HP_trail_parent = HPExhaust seeker = dumb time_to_lock = 0 seeker_range = 2100 seeker_fov_deg = 0 max_angular_velocity = 0 ids_name = 550033 ids_info = 550033 mass = 0.000000 volume = 0.000404 [Gun] nickname = prototype_flakcannon_5tur ids_name = 550032 ids_info = 550032 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 5000 explosion_resistance = 0.800000 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 3.000000 mass = 3 hp_gun_type = hp_turret_special_1 damage_per_fire = 0 power_usage = 0.000000 refire_delay = 0.444444 muzzle_velocity = 399.000000 dispersion_angle = 1.333333 toughness = 2.400000 flash_particle_name = li_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = prototype_flak_5tur_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 90 lootable = true LODranges = 0, 20, 60, 2000 [Gun] nickname = prototype_flakcoil_5tur ids_name = 550034 ids_info = 550034 DA_archetype = equipment\models\weapons\li_smlturret5.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 5000 explosion_resistance = 0.800000 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 3.000000 mass = 3 hp_gun_type = hp_turret_special_1 damage_per_fire = 0 power_usage = 0.000000 refire_delay = 0.444444 muzzle_velocity = 699.000000 dispersion_angle = 1.333333 toughness = 2.400000 flash_particle_name = li_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = prototype_flak_5tur_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 90 lootable = true LODranges = 0, 20, 60, 2000
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Increasing the motor lifetime to greater than 1 second will probably fix the issue; as it is, FLServer may not have enough time to “catch” the projectile and send it on its merry way. Try using a motor lifetime of 2 seconds; that’s what the flak arrays in 88 Flak use, and it works rather well, even in laggy situations.
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Well fiddling with the motor values works. I still don’t know exactly how though as increasing the engine life to 3 or acceleration to 100 both worked, but increasing the acceleration to 400 and reducing life to 0.25 didn’t.
At least I know what to fiddle with to make it work. Thanks for the help.