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gippo

Support vehicle issues

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First of all, you cannot repair your vehicle at the repair truck if it has no damage (only hitpointdamage).

Second:
Repair/fuel/ammocargo is not decreasing upon use. Is this intentional? I clearly remember it worked before the update.

Bonus: 
Is this an appropriate place to post these issues? You know, feedback tracker is down, but I'm kind of afraid the reports I put in here will go unnoticed by devs.

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First of all, you cannot repair your vehicle at the repair truck if it has no damage (only hitpointdamage).

Second:

Repair/fuel/ammocargo is not decreasing upon use. Is this intentional? I clearly remember it worked before the update.

Bonus: 

Is this an appropriate place to post these issues? You know, feedback tracker is down, but I'm kind of afraid the reports I put in here will go unnoticed by devs.

Hi,

since the Feedback Tracker is currently down, yes this is the place as for now.

 

I will check this out to see what might be the problem, if you have any other info for this issue that might be relevant or some repro mission to demonstrate the problem, feel free to share :)

 

Thank you very much for the feedback :)

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Thanks for the response.

Well, for the repair problem, just put down a repair vehicle and another vehicle. In this case, make it a wheeled vehicle. Put down an infantry as player as well.

Shoot out at least one tire (hitpoint damage) and try to repair the vehicle at the repair vehicle. Notice that you don't have the option to repair, it also doesn't repair automatically.

Do a quick "setdamage 0.1" on the vehicle and now you can repair it. -> the repair action only checks the main damage value, not the hitpoint/hitpart damages.



For the repair/ammo/fuelcargo problem:

Just use any of these support vehicles and monitor the value with getRepairCargo/getAmmoCargo/getFuelCargo commands. Notice that it stays at 1, but it should decrease on use. So you basically have unlimited resources on the support vehicle.

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Unfortunately the global damage of a vehicle and its hit point damages remain uncorrelated. Global damage has weird responses, depending on vehicle and ammo caliber shot.

Some of configurations (vehicle,ammo) let the damage to 0 until an ultimate shot which trigger damage to 1 and makes the vehicle explode.

 

In game, you don't notice anything important because hit points are increasing, tires are burst, shields broken, hull impacted... and the sequence of the destruction of the vehicle is (almost) ever credible.

For scriptwriters using damage, setdamage commands the problem is totally different. You can shoot a full mag of  7.62 cal on a car, ruin its ability to move or fire, but global damage stays at 0! (caliber threshold for damage only ?)

I did a ticket and a small video about that.

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Yup, they can be totally separate values. And it's pretty ok, script writers need to check for hitpoint damages as well when writing service point scripts for example.

However when the engine side repair does not check for the hitpoints, that's an issue. (Engineer/repair specialist does!)

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Pretty OK? no!

So, where is the interest of a damage stuck at zero when you fire MG 7.62 against a poor hatchback ? As you said, no damage, no repair!

 

You focalize on a specific behavior for specific units (repair trucks) and you seems to suggest a specific solution (hitpoints treatment).

I'm sorry but the problem is wider and IMHO, the challenge is to insure a far better consistence between caliber and damage.

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Hitpoints treatment? That's how infantry repair works. Also that's how the wound treating works as well. It checks for the hitpoints.

You may have a point there, but personally I don't have a problem with this damage behavior. Kind of makes sense not dealing any overall damage if you shoot only the wheel/gun or whatever. Or even a vehicle window...

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