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IDProjectCategoryView StatusDate SubmittedLast Update
0003070Spring engineGeneralpublic2012-04-24 10:512012-07-19 12:05
Reporterazaremoth 
Assigned ToKloot 
PrioritynormalSeveritymajorReproducibilityalways
StatusfeedbackResolutionreopened 
Product Version88.0 
Target VersionFixed in Version 
Summary0003070: Laser weapons can't target enemies too close to allied units
DescriptionAs 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 Informationno "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,
    },
TagsNo tags attached.
Attached Filesjpg file icon targeting_trouble.jpg [^] (235,408 bytes) 2012-04-24 10:51

- Relationships

-  Notes
(0008642)
Kloot (developer)
2012-04-26 22:22
edited on: 2012-04-26 22:27

'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.

(0008965)
Kloot (developer)
2012-07-12 17:02

no feedback --> assuming avoidFriendly helped
(0008966)
azaremoth (reporter)
2012-07-12 19:37

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).
(0008968)
Kloot (developer)
2012-07-12 21:57

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.

- Issue History
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


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