View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0003819 | Spring engine | General | public | 2013-05-27 16:53 | 2013-08-10 15:20 |
| Reporter | msafwan | Assigned To | Kloot | ||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | closed | Resolution | won't fix | ||
| Summary | 0003819: Unit is not smart enough to see that a tiny aimpoint is blocked yet the whole unit is exposed | ||||
| Description | Unit always shoot at wall when their target's aimpoint is behind wall. Why can't they know to aim a bit up? Couldn't they check whether they could avoid the wall? What if there's 2 aimpoint, so that they can choose where to shoot? | ||||
| Tags | ai | ||||
| Checked infolog.txt for Errors | |||||
|
|
"What if there's 2 aimpoint, so that they can choose where to shoot?" What if both of those are blocked? "What if there's 3 aimpoint, so that they can choose where to shoot?" What if all three of those are blocked? ... "What if there's N aimpoint, so that they can choose where to shoot?" What if all N of those are blocked? Each new aimpoint means more raytraces, lower framerates, and more work for gamedevs to set all those points properly on each model --> wontfix. |