Forums » Bugs

Update broke chainfire plugins

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May 25, 2010 zak.wilson link
The latest update which aims to defeat autopilot and combat-aid type plugins has also broken several plugins that automate the alternate firing of weapons. I'm not aware of anyone who objects to chainfire existing.
May 26, 2010 meridian link
Seems to have broken the binds I use for my CreditCannon plug-in as well:
/alias +CredCannon '+Shoot1'
/alias -CredCannon '+Shoot1 0; ccfire'

where ccfire is a call to a function in my CreditCannon plug-in that executes when I release my mouse button (i.e. when I fire a repair shot)
May 26, 2010 MythOpus link
I thought mostly everyone in that thread was against automated combat stuff? If that is the case, then I don't think this should be "fixed" - doing so would undo that entire discussion thread, IMO.
May 26, 2010 PaKettle link
Chainfire can be lost as far as Im concerned... it creates a few broken setups as well like the chainsaw
May 26, 2010 Spedy link
It's not the chainsaw that's broken, it's the charge cannon (No minimum energy requirement). Any dev comment on that?
May 26, 2010 Maalik link
I've never liked that you need a plugin to make good use of the charge cannon.
May 26, 2010 zak.wilson link
The charged cannon may be broken, but using it as a chainsaw isn't actually all that useful. Fix it or don't - I don't care. I do care about having a chainfire plugin to fire my AAPs alternately.
May 26, 2010 MythOpus link
And why can't you make a simple bind to chainfire instead? Or even don't use any binds at all and time mouse clicks?
May 27, 2010 zak.wilson link
I can make a bind. I think I can also make a plugin that makes binds, thus exactly replicating the functionality of existing plugins. I don't want to. I want the previous functionality restored.

I'm not aware of any trigger bots for VO. As far as I know, there isn't any way for a plugin to know if you're facing in the right direction to hit your target, though I could be mistaken. I can't really think of any other useful abuses of allowing plugins to switch groups or fire weapons.

I don't think breaking chainfire plugins was intentional. I'd love to get a dev comment on this.
May 27, 2010 yodaofborg link
There was some concern in the other thread regarding making a plugin to fire when the AA crosshair turns yellow. Chainfire plugins are a form of combat assist too, in a way, so should stay removed.
May 27, 2010 zak.wilson link
Is there actually any way to get the color of the leadoff reticle from Lua?

I didn't think CombatAssist was worth worrying about. All the evidence I saw suggested that it was a disadvantage in PVP. I do think a triggerbot would be a serious problem; it would provide a huge advantage when using rails and a moderate one in most other situations. I have never seen any indication that anybody was using one. Has anyone?
May 27, 2010 Strat link
Impavid/tumble claimed he made one in the locked "remove combat assist from the game" thread.

http://www.vendetta-online.com/x/msgboard/3/23304?page=2#289908
May 27, 2010 Infinitis link
Such a plugin hardly would be useful. Yellow target lock does not mean you are going to hit your target. You still have to time your shots very very very accurately. Firing everytime A/A thinks is locked would be wasting of energy/ammo.
May 27, 2010 zak.wilson link
Firing a rocket every time the leadoff turns yellow and you're within 90m and the distance to target has decreased over the last 3 100ms intervals has a *very* high probability of resulting in a hit. Something similar with different numbers is slightly less true for rails. A triggerbot would be a problem.

I'll believe tumble when he posts proof-of-concept code. If it works, I will withdraw this bug report and write a chainfire plugin that creates binds instead of switching groups and calling +shootN.
May 27, 2010 Infinitis link
I will believe when I see that it works providing any extra advantage.
May 27, 2010 raybondo link
Chain-fire aliases, along with any other alias that uses a ship control command (except turbo) stopped working. This was not an accident. I knew it would stop certain alias commands from working. We did this mainly to fix the combat problem but with the thought of going back to it if there were too many complaints about stuff breaking.

If we do something, people complain. If we don't do something, people complain. I'm not sure what you expect us to do.
May 27, 2010 CrazySpence link
Do things

Then quickly undo them

Then everyone had their way
May 27, 2010 TheBlackFlag link
solution:

press primary fire
wait half a second
press secondary fire

fixed.

lern2chainfiremanuallynewb
May 27, 2010 Maalik link
fwiw.. i support the breaking of chainfire scripts. you might as well be uncompromising when you try to prevent combat from being automated. although, i have some doubt as perhaps it is possible for some people to automate with reasonable ease chainfire with programs external to vo and if this is the case then it might be better to even the playing field for all.
May 27, 2010 incarnate link
There was some mis-communication between me and ray on this. I was not aware that shoot commands were going to be in the exclusion list.

That all being said, the arguments against restoring them are reasonable too.

Still, offering user-configurability has always been something we've tried to do. I could go either way on this. Or we could bring back some of the shoot aliases, but not all.