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broadside firing 'bug' #45

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Mineshaft87 opened this issue Sep 25, 2021 · 1 comment
Open

broadside firing 'bug' #45

Mineshaft87 opened this issue Sep 25, 2021 · 1 comment

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@Mineshaft87
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With broadside firing, i've noticed that, all cannons which are being aimed only fire once they have all lined up to the recticle, which timing wise is different based on the position of the cannons. So you HAVE to basically aim in a direction, glass blocks pointed out ready, but then hold it for quite a few extra seconds and THEN fire, otherwise only one cannon will fire, as showcased in the video:
https://imgur.com/a/w8H1LlT
Shot 1 = Only fires 1/4 cannons (the one clicked for aim mode) because the clock aiming for the cannons is still moving around.
Shot 2 = All 4 cannons lined up, extra time was taken to wait for all cannons to line up.
Shot 3 = Example of how despite the cannons you'd assume to be lined up, are not completely, so only one cannon fires.
shot 4 = Like shot 2, the time is taken for the cannons to all line up.

The added wait time kinda blows for fast action combat, thats the issue. if the cannons could all fire, regardless of them all lining up perfectly to where the recticle is being aimed and where the cannons aim is according to that... as you can when aiming one cannon on its own (or for the cannon entered in aiming mode out of the 4 lined up).

@DerPavlov
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DerPavlov commented Sep 25, 2021

I disabled the check for the direction for testing. However, the cannons facing the wrong way can also be selected and fire in random directions.
Added a check for the yaw of the player. The "slave" cannons will only fire if they can target the direction, but the master cannon will always.

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