Billy bug?

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Billy bug?

Postby Mycen » 26 Sep 2015, 19:35

I've been using the Billy lately, and I've noticed that most of the time when I use it, after firing somewhere, it will fire there again as soon as it reloads, even though I haven't told it to. Obviously this is not cool.

Does anyone know why this happens/how I can avoid this?
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Re: Billy bug?

Postby DeimosEvotec » 26 Sep 2015, 20:54

Did some tests and I could not get it to fire more missiles than I queued up.

But I found a different bug for stationary TML and ACU TML/Billy:
If you queue up more missiles than needed to kill the target, when you killed the target the launcher will still continue the building and launching cycle untill it has completed all queued up launches(nothing out of the ordinary untill now) BUT it doesn't actually launch the missiles, the firing animation is played and the ammo gets consumed but no actual missile is launched.
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Re: Billy bug?

Postby keyser » 26 Sep 2015, 21:59

But I found a different bug for stationary TML and ACU TML/Billy:
If you queue up more missiles than needed to kill the target, when you killed the target the launcher will still continue the building and launching cycle untill it has completed all queued up launches(nothing out of the ordinary untill now) BUT it doesn't actually launch the missiles, the firing animation is played and the ammo gets consumed but no actual missile is launched.


it's already known for sml (at least aeon one)
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Re: Billy bug?

Postby Crotalus » 26 Sep 2015, 23:26

Yeah, disappearing projectiles are known - fixed in the develop branch

https://github.com/FAForever/fa/commit/ ... 9e4659ca6f
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