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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0001383 | Spring engine | General | public | 2009-04-24 15:22 | 2009-05-27 23:12 | ||||
Reporter | smoth | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | minor | Reproducibility | have not tried | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | 0.79.0.2+git | |||||||
Summary | 0001383: paralyze does not observe no self damage or collide friendly | ||||||||
Description | paralyze does not observe no self damage or collide friendly making paralyzer units paralyze themselves and allies with stray shots | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Forboding Angel (reporter) 2009-05-07 12:45 |
Also, I just noticed that it doesn't obey avoidfeature0 or collidefeature0 either :-/ |
Kloot (developer) 2009-05-27 18:37 |
I can confirm noselfdamage for paralyzers is broken at least; investigating it now. |
Forboding Angel (reporter) 2009-05-27 18:52 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). |
Kloot (developer) 2009-05-27 23:12 |
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. |
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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 |