View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0003070 | Spring engine | General | public | 2012-04-24 10:51 | 2017-04-16 23:15 |
| Reporter | azaremoth | Assigned To | Kloot | ||
| Priority | normal | Severity | major | Reproducibility | always |
| Status | closed | Resolution | no change required | ||
| Product Version | 88.0 | ||||
| Summary | 0003070: Laser weapons can't target enemies too close to allied units | ||||
| Description | As the title says: - you have a building with a certain groundplate and hitsphere size - there is an enemy unit either "on the groundplate" of your building or the hitspeheres of the building and the unit are intersecting - other allied units are not able to target and shoot the enemy unit with LaserCannon/Beamlaser or Lightning weapons (I only tested those) - Cannon type weapons can target the enemy unit though Tested for ZeroK and The Cursed (having removed all gadgets before) so far. This is very exploitable (e.g. raiders vs. LLT/HLTs) | ||||
| Additional Information | no "avoid anything" tags used in this example: LASER = { name = [[Commander Laser]], areaOfEffect = 12, beamlaser = 1, beamTime = 0.1, coreThickness = 0.5, craterBoost = 0, craterMult = 0, damage = { default = 15.5, subs = 0.8, }, duration = 0.11, edgeEffectiveness = 0.99, explosionGenerator = [[custom:flash1blue]], fireStarter = 70, impactOnly = true, impulseBoost = 0, impulseFactor = 0.4, interceptedByShieldType = 1, largeBeamLaser = true, laserFlareSize = 3, minIntensity = 1, range = 300, reloadtime = 0.11, rgbColor = [[0 1 1]], soundStart = [[weapon/laser/pulse_laser3]], soundTrigger = true, targetMoveError = 0.05, texture1 = [[largelaser]], texture2 = [[flare]], texture3 = [[flare]], texture4 = [[smallflare]], thickness = 3, tolerance = 10000, turret = true, weaponType = [[BeamLaser]], weaponVelocity = 900, }, | ||||
| Tags | No tags attached. | ||||
| Attached Files | |||||
| Checked infolog.txt for Errors | |||||
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'no "avoid anything" tags used' This is directly linked to the avoidFriendly tag which defaults to true. Maybe the hitscan test is too conservative, but that would need more careful analysis. |
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no feedback --> assuming avoidFriendly helped |
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Of course "avoidFriendly = false" helps - but that does not realy solve the problem. You can`t make all weapons passing through other units/buildings/etc. if it does not fit your game's design. What helped for the Cursed was setting "collisionVolumeTest = 0" for all units (and making all weaponspeeds <=900). |
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I know, but it's also not trivial to prevent units from ever getting so close to a building that they are shielded from hits by its collision volume (especially with custom shapes). You might have to look at gadget workarounds if avoidFriendly and/or collideFriendly aren't sufficient in combination. |
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I think footprint-matching collision volumes (useFootPrintCollisionVolume, introduced a few months after this report) are the best option here. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2012-04-24 10:51 | azaremoth | New Issue | |
| 2012-04-24 10:51 | azaremoth | File Added: targeting_trouble.jpg | |
| 2012-04-26 22:22 | Kloot | Note Added: 0008642 | |
| 2012-04-26 22:27 | Kloot | Note Edited: 0008642 | |
| 2012-07-12 17:02 | Kloot | Note Added: 0008965 | |
| 2012-07-12 17:02 | Kloot | Status | new => closed |
| 2012-07-12 17:02 | Kloot | Assigned To | => Kloot |
| 2012-07-12 17:02 | Kloot | Resolution | open => no change required |
| 2012-07-12 19:37 | azaremoth | Note Added: 0008966 | |
| 2012-07-12 19:37 | azaremoth | Status | closed => feedback |
| 2012-07-12 19:37 | azaremoth | Resolution | no change required => reopened |
| 2012-07-12 21:57 | Kloot | Note Added: 0008968 | |
| 2017-04-16 23:15 | Kloot | Status | feedback => closed |
| 2017-04-16 23:15 | Kloot | Resolution | reopened => no change required |
| 2017-04-16 23:15 | Kloot | Note Added: 0017459 |