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UFO: Alien Invasion
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icon_project.png UFO: Alien Invasion / Closed Bug report #2805 laser stunner no longer stuns aliens
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This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Bug report
  • Category
    Battlescape
  • Targetted for
    Not determined
  • Status
    Closed
  • Priority
    3. Normal
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  • Type of bug
    Not triaged
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Description
[http://sourceforge.net/p/ufoai/bugs/2805 Item 2805] imported from sourceforge.net tracker on 2013-01-28 19:50:51

laser stunner no longer stuns aliens

@me: check this - was reported in irc by Vermind
===== Comments Ported from Sourceforge =====

====== tlh2000 (2011-02-12 19:25:23) ======

savegame to reproduce quickly
====== lagerspetz (2011-02-12 19:36:30) ======

Aliens seem to die with the laser stunner instead of being stunned. However, if I use the stun rod in the backpack of the pistol guy in the attached savegame on an alien, the alien will be correctly stunned.
====== tlh2000 (2011-02-13 08:06:15) ======

maybe because the dmgtype is laser for the laser_ammo, and only the dmgweight is stun_electro (weapon_mod electrolaser)
====== tlh2000 (2011-02-13 08:08:02) ======

indeed - G_Damage only handle objects as stunning objects if they have a proper dmgtype set.
====== tlh2000 (2011-02-13 08:13:12) ======

item laser_ammo needs a split - we can't and we should not mix items with different dmgtypes in the same item definition.

we need something like laser_ammo_stun and the corresponding tech that provides this laser ammo item.
====== tlh2000 (2011-02-13 11:41:37) ======

should be fixed in a1c64fc50fa1c67aaef7cb33d1bb2533e44a82ce
====== tlh2000 (2011-02-13 11:42:43) ======

<mattn_> BTAxis, did you see the bug i assigned to you? about laser_ammo and stun dmgweight?
<BTAxis> Well, you commented that we should split the ammo into different items, right?
<mattn_> yes - but is that ok/correct?
<BTAxis> That conflicts with the writeups which state that all laser weapons use the same power supply.
<mattn_> we would have a new tech, too
<BTAxis> But we can change that if we must.
<mattn_> that would be nice
as this is technically currently not possible
and i would not like to implement this feature
as it would be very inconsistent
<BTAxis> Yeah, I know, because damage type is defined in ammo, not weapons.
Which is sensible.
<mattn_> and only needed for that one ammo
<BTAxis> I&#039;m fine with splitting it off into a new ammo type, and I can adjust the writeups.
But we won&#039;t need a whole new tech, do we?
The electrolaser already has its own tech, as far as I know.
<mattn_> currently a tech can only provide one item
we would have to add laser_ammo_stun
and thus we would need a new tech
even if the electrolaser already has a tech
the new ammo type does not
<BTAxis> It makes no sense to make a whole new tech for the ammo.
The weapon and the ammo would be developed simultaneously.
<mattn_> but it can be a logical tech (invisible)
<BTAxis> That&#039;s fine.
So long as you don&#039;t have to research it separately, so it seems like one tech provides two items.
====== sf-robot (2011-02-27 12:20:03) ======

This Tracker item was closed automatically by the system. It was
previously set to a Pending status, and the original submitter
did not respond within 14 days (the time period specified by
the administrator of this Tracker).
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