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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
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0003375 | Spring engine | General | public | 2012-12-23 00:21 | 2013-02-20 01:36 | ||||||||
Reporter | smoth | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Product Version | 91.0.1+git | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0003375: Units trying to aim through each other will push allies into the target location. | ||||||||||||
Description | This bug was introduced no telling when, I only noticed it because I was forced to turn pushing on. So here is the skinny: If several units are bunched up, the units in the rear will bump the units in the front while shooting their allies in the head. If the group is large enough they will all push until they reach the target point and slowly kill one another. http://www.youtube.com/watch?v=BMaicG9_cUM In this video I give 10 units which push until they can all fire at the targets. The damage taken is from allies unit shots hitting ally units. @ 0:25 I give 30 and this mass proceeds to push move to the target location damaging one another until they have pushed completely on to to the target. | ||||||||||||
Steps To Reproduce | Take a mobile unit spawn several, give them an attack command they will push each other until they all can fire or they are standing on top of their target. | ||||||||||||
Tags | No tags attached. | ||||||||||||
Checked infolog.txt for Errors | |||||||||||||
Attached Files |
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abma (administrator) 2013-01-09 20:18 |
ais suffer from this problem, too |
Kloot (developer) 2013-01-09 21:40 |
avoidfriendly=false + collidefriendly=false? fixing it in the engine requires treating mobile units as blocking (like structures) when they have attack orders which would be a colossal mess. |
smoth (reporter) 2013-02-19 21:04 |
so your solution is to have them shoot through allied structures and units? There has to be another way. |
Kloot (developer) 2013-02-19 23:23 |
It was a SUGGESTION. When you have any concrete code ideas for a SOLUTION, do let us know. |
abma (administrator) 2013-02-20 00:36 Last edited: 2013-02-20 00:36 |
hmm, my idea for a solution would be: if trajectory is blocked by friendly unit, don't move towards the point where it shots: move to the left or the right. or maybe just stand still if point is in range? but not sure if thats better as it current is. |
smoth (reporter) 2013-02-20 01:36 |
Well it seems to be part of a greater issue. Units largely believe they can move through one another. Maybe it is an issue with unit's improperly neglecting to avoid others? Kloot you know the pathing system better than anyone. Is it the fault of maybe the unit avoidance code? |
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Date Modified | Username | Field | Change |
---|---|---|---|
2012-12-23 00:21 | smoth | New Issue | |
2013-01-09 20:18 | abma | Note Added: 0009579 | |
2013-01-09 20:56 | abma | Product Version | 91.0 => 91.0.1+git |
2013-01-09 21:40 | Kloot | Note Added: 0009581 | |
2013-02-19 21:04 | smoth | Note Added: 0009856 | |
2013-02-19 23:23 | Kloot | Note Added: 0009857 | |
2013-02-20 00:36 | abma | Note Added: 0009858 | |
2013-02-20 00:36 | abma | Note Edited: 0009858 | View Revisions |
2013-02-20 01:36 | smoth | Note Added: 0009861 |