Re: Help debugging focus blast
Posted: Tue 21 May, 2013 2:44 pm
Lulgrim wrote:Are you discussing damage types or weapon families? They sound like damage types, but "weapon group" is a bit ambiguous.
The term makes no sense, burst firing patterns are not related to weapon family or damage type. They are set for each weapon individually. Some melta weapons fire bursts (fusion gun) and some fire single shots (TM melta gun), for instance. And how about melta bombs?
We working on what we could glean from the toolbox and the game experience we had. We are still learning the RBF tree/graph and still trying still trying to figure how the accuracy, damage and effects are propagated through the tree. I have started understand the RBF better in past several hours so the weapons tree makes a little more sense.
Lulgrim wrote:All the others (except the brightlances) are burst weapons, yes. And what do you know, Focused Warp Blast also has burst definitions...
There is something else causing a problem with the accuracy. Removing the burst module doesn't improve the situation for the focus blast by very much. I am going to build my own weapon tree for the FB based on an AV weapon that we know works. From there I will try figure out what is causing the problem.
Lulgrim wrote:TomastheTankEngine wrote: TomastheTankEngine wrote:If our idea is correct, then how do we go about fixing this? Ideally we try could try remove the mob factor from loaded units. I will take a closer look into how load/unload behaviour works and whether the events can be intercepted or modifiers can be applied to loaded units.
If you can do that, cool.
There is no documented SCAR load/unload events. I am going to have to look at the transport RBF tree a bit more see if a SCAR method can be appropriately injected from there.
