| View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||
| 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 | ||||||
| Product Version | |||||||||
| Target Version | Fixed in Version | ||||||||
| 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 | |||||||||
| Attached Files |
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Notes |
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Kloot (developer) 2013-08-10 15:20 |
"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. |
Issue History |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2013-05-27 16:53 | msafwan | New Issue | |
| 2013-05-27 17:00 | msafwan | Tag Attached: ai | |
| 2013-08-10 15:20 | Kloot | Note Added: 0011255 | |
| 2013-08-10 15:20 | Kloot | Status | new => closed |
| 2013-08-10 15:20 | Kloot | Assigned To | => Kloot |
| 2013-08-10 15:20 | Kloot | Resolution | open => won't fix |


