View Issue Details

IDProjectCategoryView StatusLast Update
0002665Spring engineUnit Scriptingpublic2013-05-06 00:52
ReporterGodde Assigned TojK  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Product Version0.82.7+git 
Summary0002665: Laserweapons disregard terrain when force firing into the ground
DescriptionLaserweapons like a coms laser or riflemen in spring 1944 will fire straight into a hill if ordered to fire on the other side of the hill. They don't seem to test whether or not there is terrain obstructing the weapons path.
Additional InformationThe default behavior seems to be that when units are ordered to attack the ground and the target location is obstructed by terrain, friendly units or features they won't fire. They will just stand where they are. If their target is a unit however they will move towards the enemy until they can fire at the enemy.
If the unit don't have a weapon that can fire at the enemy they will go as close to the target as they can.
TagsNo tags attached.
Checked infolog.txt for Errors

Relationships

has duplicate 0002723 resolvedKloot beamlaser targeting bugs 

Activities

Godde

2011-09-24 13:08

reporter   ~0007397

It would be nice to have to the option, like a weapon tag, so that a weapon could fire regardless of terrain like a DGUN does without having to make it a DGUN weapon.

Godde

2011-09-24 13:27

reporter   ~0007398

Actually SAMSONs in BA are effected aswell. And they got missile weapons aswell right?

Kloot

2011-09-24 13:53

developer   ~0007399

Last edited: 2011-09-24 22:35

Yes, it is hardcoded default behavior for several weapon-types (lasers, missiles, etc) to disregard terrain when they are _not_ set to act like turrets (meaning they can not fire under all angles, but only straight ahead).

Google_Frog

2011-09-25 10:05

reporter   ~0007403

armanni with BeamLaser weaponType and turret = true disregards the terrain in spring_0.82.3-3460-ge10dbf7

Google_Frog

2011-09-25 10:08

reporter   ~0007404

Does not occur with spring 0.82.7.1

Google_Frog

2011-11-10 13:13

reporter   ~0007573

The duplicate of this is broader and has a replay. Collideground=false beamlasers are also broken.

Kloot

2011-11-12 19:24

developer   ~0007590

fixed turret=true weapons, those now properly regard (or disregard if collideGround=false) terrain for all types (ground / auto / unit) of attack commands.

turret=false weapons still do not care about terrain even if collideGround=true (which is the original "bug"), so leaving this report open for the time being.

Godde

2011-12-17 18:13

reporter   ~0007936

Since collideGround exists why can't we have a avoidGround tag? http://springrts.com/mantis/view.php?id=2843

Issue History

Date Modified Username Field Change
2011-09-24 13:01 Godde New Issue
2011-09-24 13:08 Godde Note Added: 0007397
2011-09-24 13:27 Godde Note Added: 0007398
2011-09-24 13:53 Kloot Note Added: 0007399
2011-09-24 13:55 Kloot Note Edited: 0007399
2011-09-24 22:35 Kloot Note Edited: 0007399
2011-09-25 10:05 Google_Frog Note Added: 0007403
2011-09-25 10:08 Google_Frog Note Added: 0007404
2011-11-10 11:55 Kloot Relationship added has duplicate 0002723
2011-11-10 13:13 Google_Frog Note Added: 0007573
2011-11-12 19:24 Kloot Note Added: 0007590
2011-11-12 19:24 Kloot Status new => acknowledged
2011-11-23 10:40 hoijui Product Version 0.82.3 => 0.82.7+git
2011-11-23 10:40 hoijui Additional Information Updated
2011-12-17 18:13 Godde Note Added: 0007936
2013-05-06 00:52 jK Status acknowledged => resolved
2013-05-06 00:52 jK Resolution open => fixed
2013-05-06 00:52 jK Assigned To => jK