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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0000671 | Spring engine | General | public | 2007-11-03 10:02 | 2013-01-20 14:44 | ||||
Reporter | KDR_11k | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | 91.0.1+git | |||||||
Summary | 0000671: SVN: Units ignore attack orders until weapon1 is in range | ||||||||
Description | A unit with a short-ranged weapon1 and longer-ranged other weapons will ignore an attack order until weapon1 is in range, until then it acts as if the order didn't exist, the other weapons will fire at self-picked targets as if the unit had a move order. This prevents attack-ground orders for units with long-ranged secondary weapons completely. Moving the longest ranged one to weapon1 doesn't necessarily work since it may be intended for the unit to close in, it should just keep firing its other guns at the right target while doing that. | ||||||||
Additional Information | Can be reproduced with the bug in http://www.unknown-files.net/spring/3739/Kernel_Panic_Division_Zero_PreBalancing_v2/ Make a few bugs, turn them on to activate their secondary weapon (they become stationary), try attacking ground outside of weapon1 range (they have a fairly long range). See that nothing happens except the units try to close in. Now spawn a spotter and some targets, you'll notice that the bugs will fire at the targets. Try issuing an attack order, the bugs will happily fire at whatever strikes their fancy instead of shooting your desired target. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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imbaczek (reporter) 2007-11-03 16:23 |
I think it's a design decision, at least that's what comments in the source point to. I think that the correct solution would be to allow the modder to specify the range in which it tries to shoot and above which it tries to move closer to it's target. |
KDR_11k (reporter) 2007-11-03 18:04 Last edited: 2007-11-03 18:42 |
Closing in is not wrong but while it's closing in all weapons that can fire should follow the command. I've had a similar issue with a closerange unit that had a secondary weapon with longer range that it was supposed to fire while closing in to melee range but that weapon didn't obey attack commands either. In short, desired behaviour: -Shoot at anything that's in range according to target priorities -Attack order was issued -Weapon1 is out of range -> attempt to close in -Fire all weapons that can fire at the target -Weapon1 in range now? -> stop moving Current behaviour: -Shoot at anything that's in range according to target priorities -Attack order was issued -Weapon1 is out of range -> attempt to close in -Keep shooting all weapons as if the attack order didn't exist -Weapon1 in range now? -> stop moving -Fire all weapons at the target |
Kloot (developer) 2013-01-20 14:44 |
reasonably sure this is fixed for attack-ground orders now (cf. MobileCAI::ExecuteAttack) |
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Date Modified | Username | Field | Change |
---|---|---|---|
2007-11-03 10:02 | KDR_11k | New Issue | |
2007-11-03 16:23 | imbaczek | Note Added: 0001399 | |
2007-11-03 18:04 | KDR_11k | Note Added: 0001403 | |
2007-11-03 18:42 | KDR_11k | Note Edited: 0001403 | |
2013-01-20 14:44 | Kloot | Note Added: 0009622 | |
2013-01-20 14:44 | Kloot | Status | new => resolved |
2013-01-20 14:44 | Kloot | Fixed in Version | => 91.0.1+git |
2013-01-20 14:44 | Kloot | Resolution | open => fixed |
2013-01-20 14:44 | Kloot | Assigned To | => Kloot |