TIE Interceptor firing missiles in place of lasers

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TIE Interceptor firing missiles in place of lasers

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Phoenix Leader
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Post by Phoenix Leader » Wed May 06, 2020 7:24 am

Hello everyone,
this morning I've played a few skirmish missions and I've found this bug: the TIE Interceptor sometimes (not always) fires concussion missiles instead of laser fire.
Only 1 cannon fires concussion missiles, but there are 2 cannon charge indicators missing.

I've recorded a video to better show the problem: https://www.youtube.com/watch?v=StdcuOH2rNM

The strange thing is the bug suddenly disappeared after reloading the mission.

XWAUCP v1.6 is installed over XWA GOG v18061

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Darksaber
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Post by Darksaber » Wed May 06, 2020 7:53 am

Just checked the opt that came with XWAUCP v1.6, can't find anything wrong with it, all hardpoint are set as empire laser as they should be there are no other hardpoints present

Also checked the Exterior and Cockpit, the cockpit only has cockpitspark hardpoints

So I don't know how you are firing missiles, strange.

I just watch the Video though, if you look at you HUD you only see 3 laser indicators around it, is it the same when you reload the mission?

I would argue that in missions this sometimes happens, due to the craft being given warhead in the mission, ad the only way to expel these missiles is through the laser hardpoint

It's a strange one indeed I'll upload the exact same opts as in the XWAUCP, when you extract them just compare the dates

TieInterceptorOpts.rar
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Vince T
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Post by Vince T » Wed May 06, 2020 11:50 am

I had the problem a few days ago, solution was pretty simple: I had equipped the TIE Interceptor with warheads in AlliEd. As the OPT has no Warhead hardpoints it uses the next best thing, being the lasers.
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Post by Darksaber » Wed May 06, 2020 1:15 pm

@GT you did read his post :D
Phoenix Leader wrote:
Wed May 06, 2020 7:24 am
I've played a few skirmish missions and I've found this bug
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate

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Post by Phoenix Leader » Wed May 06, 2020 3:44 pm

It seems that opening the TIE Interceptor Flight Group with the skirmish craft menu before loading the skirmish mission solves the problem.

Loading the skirmish mission before opening the TIE Interceptor Flight Group causes the T/I to fire with 3 lasers and 1 concussion missile.
There are only 2 green laser charge bars on the central HUD.
Before opening the TIE Interceptor FG.jpg
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Last edited by Phoenix Leader on Wed May 06, 2020 3:52 pm, edited 1 time in total.

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Post by Phoenix Leader » Wed May 06, 2020 3:50 pm

If the skirmish mission is loaded after the TIE Interceptor Flight Group has been opened with the skirmish craft menu, then everything seems to be OK.

Loading the skirmish mission after opening the TIE Interceptor Flight Group restores the T/I to fire with 4 green lasers.
There are 4 green laser charge bars on the central HUD.
After opening the TIE Interceptor FG.jpg
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JeremyaFr
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Post by JeremyaFr » Wed May 06, 2020 3:58 pm

Hello,
Can you post the generated "Temp.tie" file.

When the problem appears:
- exit the game
- go to the skirmish directory in XWA directory
- you will find the "Temp.tie" file
Last edited by JeremyaFr on Wed May 06, 2020 4:40 pm, edited 1 time in total.

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Post by Ace Antilles » Wed May 06, 2020 4:13 pm

Sorry but I've just done several test flights in a few Skirmishes and couldn't recreate it.
This was a very basic custom setup though. So maybe its one template that's the problem
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Post by Phoenix Leader » Wed May 06, 2020 4:42 pm

I've tried with the TIE Interceptor opts DS posted, but I got the same results.
It seems I cannot attach any .tie files here in the forum.

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JeremyaFr
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Post by JeremyaFr » Wed May 06, 2020 4:50 pm

You can zip the file and attach it.

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Post by Phoenix Leader » Wed May 06, 2020 4:57 pm

I've just created a free Dropbox account. I needed it for other purposes too.
Here is the link: https://www.dropbox.com/s/n3zoei1k82umtjv/Temp.tie?dl=0

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Post by Phoenix Leader » Wed May 06, 2020 5:01 pm

And you are right, Jeremy. I've just opened the Temp.tie file with AlliED and the TIE Interceptor Flight Group controlled by Player 1 is equipped with Concussion Missiles.

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Post by Mark_Farlander » Wed May 06, 2020 5:17 pm

I remember there was a similar problem with the B-Wing in an older version of the craft packs.
The B-Wing fired torpedoes instead of laser fire.
This only happened if you changed craft while in the hangar.
I don't remember if it affected skirmish missions too.
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Post by Phoenix Leader » Wed May 06, 2020 5:28 pm

In that case (B-Wing firing torpedoes instead of lasers) the bug occurred when the B-Wing was not the default craft, but an optional craft.
And the mission was loaded before the craft could be changed in the Calamari Cruiser hangar.
I guess the fact that the B-Wing (with his Warhead payload) was not loaded with the mission messed up things.

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Post by Phoenix Leader » Wed May 06, 2020 5:41 pm

I see an analogy between these 2 bugs: B-Wing firing proton torpedoes instead of lasers, TIE Interceptor firing concussion missiles instead of lasers.
In both cases if I "load" the Flight Group, then the bug does not take place.

The point is that: what does "load" mean?
For campaign missions all the Flight Groups are loaded while the mission is loaded (it should work this way).

But what about skirmish missions?
If I open the TIE Interceptor Flight Group with the skirmish craft menu, then no bug occurs.
But if I do not open it in this way, then the bug occurs.

But the skirmish mission, with all Flight Group info, is loaded in both cases.
And for skirmish missions no craft change is possible after the mission has been loaded.

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Post by Mark_Farlander » Thu May 07, 2020 2:54 am

Phoenix, I've taken a look at your Temp.tie and only the T/I controlled by player 1 (T/I Eleven) is armed with concussion missiles. T/I Twelve carries no warheads.
Obviously you did not equip T/I Eleven with concussion missiles since the warheads option for T/I is locked to "None".

So the point is: how does the game engine generate the Temp.tie file?
As far as I know during the mission loading it is not possible to "load" a .SKM file.
I mean the .SKM file is read and a Temp.tie file is generated instead.
Then the Temp.tie file is loaded, I guess in the same way any other .tie file is loaded.

And whenever you "load" another skirmish mission, a new Temp.tie file is generated and the existing one is overwritten.
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Post by Mark_Farlander » Thu May 07, 2020 4:15 am

I remember here viewtopic.php?f=9&t=12325&p=161596&hili ... ds#p161596 that if a craft has 2 warhead loads, then the first one is forced to be standard concussion missiles, the second is the one defined in the .tie file.

But what happens if a craft cannot carry any warhead payload, I mean if it's locked (not set) to "None", when the Temp.tie file is generated?
I think address and code should be looked for, but dunno how to do.
I don't judge tactics. The Battle is the best and only Judge.

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