Laserzwei Posted February 20, 2018 Share Posted February 20, 2018 When using Hangar():getSquadMainWeaponCategory(squad) on a cargo fighter squad it will return WeaponCategory.Armed. For the unarmed drones Link to comment Share on other sites More sharing options...
Hammelpilaw Posted February 20, 2018 Share Posted February 20, 2018 All unarmed fighters and weapons, that were built before the update 0.16.0, are broken. If you build new ones I think it should work. Link to comment Share on other sites More sharing options...
Laserzwei Posted February 20, 2018 Author Share Posted February 20, 2018 awesome I will test that Edit: tested it in a new 0.16 Galaxy, Hangar():getSquadMainWeaponCategory() will return 0(=WeaponCategory.Armed) for a cargo-fighters only squad. (and 1 for miners and 2 for salvagers) So this bug is still here Link to comment Share on other sites More sharing options...
Hammelpilaw Posted February 20, 2018 Share Posted February 20, 2018 Good to know. Values for Salvagers and miners are correct? Or bugged too? I don't know wich values would be correct. Link to comment Share on other sites More sharing options...
Laserzwei Posted February 20, 2018 Author Share Posted February 20, 2018 combat-fighters, miners and salvagers are recognised correctly, fighters with healing beams not tested, and cargo-fighters are recognized wrongly as Armed. Probably because there is no Cargo-Enum Link to comment Share on other sites More sharing options...
darkconsole Posted February 22, 2018 Share Posted February 22, 2018 my brief jump into 0.16 was all the scav and miner guns on my ship also were recognized as armed. additionally, the unarmed ship system was being counted as armed, so loading up i had 8 armed slots instead of 4. Link to comment Share on other sites More sharing options...
Laserzwei Posted February 22, 2018 Author Share Posted February 22, 2018 my brief jump into 0.16 was all the scav and miner guns on my ship also were recognized as armed. additionally, the unarmed ship system was being counted as armed, so loading up i had 8 armed slots instead of 4. sadly your issue is very unlikely related. The issue of cargo drones being counted as WeaponType.Armed was already in 0.15.x, my Carrier command mod even has some code to work around that. But I've read about civilian turrets being counted as military all of the sudden in 0.16 Link to comment Share on other sites More sharing options...
Kamo Posted February 28, 2018 Share Posted February 28, 2018 Very weird, it didn't happen to me. My Misao jumped from 0.15.8 to 0.16.1 with 6 bolters and a scavenger gun, and they all registered as 6 armed and 1 unarmed. (Maybe it was one of the things that was patched from 0.16.0 ?) Link to comment Share on other sites More sharing options...
Laserzwei Posted March 1, 2018 Author Share Posted March 1, 2018 Very weird, it didn't happen to me. My Misao jumped from 0.15.8 to 0.16.1 with 6 bolters and a scavenger gun, and they all registered as 6 armed and 1 unarmed. (Maybe it was one of the things that was patched from 0.16.0 ?) Wrong topic look here: http://www.avorion.net/forum/index.php/topic,4594.0.html Link to comment Share on other sites More sharing options...
MRT Posted March 17, 2018 Share Posted March 17, 2018 *deleted because my contributions are offensive to developer* Link to comment Share on other sites More sharing options...
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