2025-06-14 04:50 CEST

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IDProjectCategoryView StatusLast Update
0001383Spring engineGeneralpublic2009-05-27 23:12
Reportersmoth 
Assigned ToKloot 
PrioritynormalSeverityminorReproducibilityhave not tried
StatusresolvedResolutionfixed 
Product Version 
Target VersionFixed in Version0.79.0.2+git 
Summary0001383: paralyze does not observe no self damage or collide friendly
Descriptionparalyze does not observe no self damage or collide friendly making paralyzer units paralyze themselves and allies with stray shots
TagsNo tags attached.
Checked infolog.txt for Errors
Attached Files

-Relationships
related to 0001248resolvedKloot When air lands on EMPed repair pad, its paralyzed for 1000s 
related to 0001386resolvedKloot Lightning Weapons do not obey Collidefriendly0 nor avoidfriendly0 
+Relationships

-Notes

~0003414

Forboding Angel (reporter)

Also, I just noticed that it doesn't obey avoidfeature0 or collidefeature0 either :-/

~0003510

Kloot (developer)

I can confirm noselfdamage for paralyzers is broken at least; investigating it now.

~0003513

Forboding Angel (reporter)

Last edited: 2009-05-27 18:54

Ok, I did some poking around and found why a few of my issues were happening. As of .78 I can confirm that avoidfeature and collidefeature 0 IS working (I think?).

The source of my issues is the fact that lightning, unlike lasers, will not fire if the weapon perceives terrain blockage (I'm talking small hills here). Now on one hand that's a feature, on the other it's a little confusing when testing (good reason to use f1 here).

The messed up thing was that I had tried it on multiple maps, but then I got it to work. I can't explain how confusing that was. However, I BELIEVE that avoid and collide are working as advertised, would be nice if someone else could confirm for me though.

As far as the terrain wierdness, I don't have a good answer for that one. It's confusing and is a really good reason to have a weapon using lightning rather high in the air, cause the smallest bump in the path (direct line) and it won't fire (Which give or take, for the most part is opposite the behavior of beamlasers).

~0003521

Kloot (developer)

noSelfDamage is now fixed for paralyzers implemented via beam lasers or lightning cannons (which I think is the typical way). Not sure if collideFriendly is obeyed, but it looked fine in my tests.

I couldn't reproduce 0001248 though, so I'll leave that one open.
+Notes

-Issue History
Date Modified Username Field Change
2009-04-24 15:22 smoth New Issue
2009-05-02 12:32 imbaczek Relationship added related to 0001386
2009-05-07 12:45 Forboding Angel Note Added: 0003414
2009-05-27 16:56 tvo Relationship added related to 0001248
2009-05-27 18:37 Kloot Note Added: 0003510
2009-05-27 18:38 Kloot Assigned To => Kloot
2009-05-27 18:38 Kloot Status new => confirmed
2009-05-27 18:52 Forboding Angel Note Added: 0003513
2009-05-27 18:53 Forboding Angel Note Edited: 0003513
2009-05-27 18:54 Forboding Angel Note Edited: 0003513
2009-05-27 23:12 Kloot Note Added: 0003521
2009-05-27 23:12 Kloot Status confirmed => resolved
2009-05-27 23:12 Kloot Fixed in Version => 0.79.0.2+git
2009-05-27 23:12 Kloot Resolution open => fixed
+Issue History