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IDProjectCategoryView StatusLast Update
0001868Spring engineUnit Scriptingpublic2011-11-10 12:01
ReporterForboding Angel Assigned ToKloot  
PrioritynormalSeveritymajorReproducibilityalways
Status closedResolutionno change required 
Product Version0.81.2 
Fixed in Version0.81.0.0+git 
Summary0001868: Vlaunch rockets that are emitted upon ground attack do not get the aiming from the unit
DescriptionThey just fly up, and come down randomly. If you force attack an enemy unit they work as advertised, but if you force attack ground, the emitted rockets just fly around and come back down (usually on the unit that fired it, or somewhere close by).
TagsNo tags attached.
Checked infolog.txt for Errors

Activities

Forboding Angel

2010-07-18 04:57

reporter   ~0005115

Sooooo, this ever gonna get some lovin?

jK

2010-07-18 13:22

developer   ~0005116

testcase?

Forboding Angel

2010-07-18 14:22

reporter   ~0005117

Oh yeah I guess that would help... Durr, my bad.

If you load up evo and build the hover missle arty you can see it happen.

/give 1 emissiletank

Forboding Angel

2011-11-09 23:56

reporter   ~0007561

This is broken again :-(

Missile gets emitted, but if the target was a force attack on the ground, the missile just circles around and hits the unit that emitted it.

Google_Frog

2011-11-10 06:54

reporter   ~0007563

What does this mean? Do you emitsfx missiles and if so why?

I cannot reproduce with ZK StarburstLauncher weapons.

Forboding Angel

2011-11-10 08:02

reporter   ~0007564

I emit them so that I can have delayed launch times easily instead of having 2 weapons and doing silly chaining. The upshot is that the script is much cleaner, but the caveat is that with starburst missiles, if you force attack on the ground, the emitted missile just sorta does it's own thing instead of heading towards the spot where the attack command was given.

This also happens if the weapon is fired (plus the emit) and the target goes out of los and radar range. The emitted missile will go do something strange and the regular weapon will hit the ground where the attack order is shown (because the attack order is moved to the ground if the unit is no longer in radar range or los.

Here is the script so you can see what is being done: https://code.google.com/p/evolutionrts/source/browse/trunk/evolutiondev.sdd/Scripts/emissiletank.bos

Forboding Angel

2011-11-10 08:05

reporter   ~0007565

Arugh, I'm am so sorry. I tested again and it works properly.

However, it is possible to break the behavior. Issue an attack on ground, then right after the weapon is emitted hit esc or stop and it will do the screwup thing.

Google_Frog

2011-11-10 08:12

reporter   ~0007566

I wasn't aware that was suppose to work. If you emit with a unit as the unit's target does it home?

Forboding Angel

2011-11-10 08:16

reporter   ~0007567

Yep, it's pretty cool, and renders the need for fancy script stuff to delay the other launch, obsolete.

The other neat thing is, if you have say a starburst launcher with like 32 ports (which evo did at one time), that need to be delayed on launching, you can do it all with emits and have homing and stuff like that at a much lower script cost. Of course with one unit... who cares, but imagine you have 50 of these guys at one time. It's a little bit of an impact and I figure that every little bit helps *shrug*, plus, it's just plain easier to script ;p

Kloot

2011-11-10 12:01

developer   ~0007572

"I tested again and it works properly."

ok

Issue History

Date Modified Username Field Change
2010-03-16 07:03 Forboding Angel New Issue
2010-07-18 04:57 Forboding Angel Note Added: 0005115
2010-07-18 13:22 jK Note Added: 0005116
2010-07-18 14:22 Forboding Angel Note Added: 0005117
2010-07-19 18:27 Kloot Status new => resolved
2010-07-19 18:27 Kloot Fixed in Version => 0.81.0.0+git
2010-07-19 18:27 Kloot Resolution open => fixed
2010-07-19 18:27 Kloot Assigned To => Kloot
2011-11-09 23:56 Forboding Angel Note Added: 0007561
2011-11-09 23:56 Forboding Angel Status resolved => feedback
2011-11-09 23:56 Forboding Angel Resolution fixed => reopened
2011-11-10 06:54 Google_Frog Note Added: 0007563
2011-11-10 08:02 Forboding Angel Note Added: 0007564
2011-11-10 08:05 Forboding Angel Note Added: 0007565
2011-11-10 08:12 Google_Frog Note Added: 0007566
2011-11-10 08:16 Forboding Angel Note Added: 0007567
2011-11-10 12:01 Kloot Note Added: 0007572
2011-11-10 12:01 Kloot Status feedback => closed
2011-11-10 12:01 Kloot Resolution reopened => no change required