|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0004865||Spring engine||General||public||2015-07-01 12:49||2015-07-05 15:14|
|Target Version||Fixed in Version|
|Summary||0004865: 99.0.1-41 Buggy target aquisition behaviour|
|Description||In a recent game I noticed some incorrect targeting behaviour. The attached replay shows this behaviour in isolation.|
The Stardust in the replay alternates between two targets. One target (the Razor) is slightly obscured by terrain such that the Stardust thinks it is a valid target but is unable shoot at it. The second target (the Solar) has a lower priority than the Razor. The Stardust aims at the Razor, realizes that it is obscured so aims at the Solar. It then switches target back to the Solar.
|Steps To Reproduce||Put structures in the configuration shown in the replay.|
|Additional Information||Game: ZK v22.214.171.124|
Original battle with the situation: http://zero-k.info/Battles/Detail/361772
|Tags||No tags attached.|
|Checked infolog.txt for lua Errors|
The engine lacks a way for knowing if after aiming a unit will be able to hit the target.
It's very annoying in S44 when a MG soldier thinks he can fire, drops to a prone stance, and then finds out he can't.
Suggestions for an interface that can solve that are welcome.
What do you mean? Is this because aiming calls AimWeapon which commonly causes the location of the QueryWeapon piece to change? That would be a difficult problem.
In the case of soldiers dropping prone you could add an invisible piece for QueryWeapon which is permanently where the their gun would be if they were prone. A general solution sounds really hard.
|2015-07-01 12:49||Google_Frog||New Issue|
|2015-07-01 12:49||Google_Frog||File Added: 20150701_203710_IsisDelta_v02_99.0.1-41-g9d1b5ac develop.sdf|
|2015-07-01 16:20||hokomoko||Note Added: 0014822|
|2015-07-01 16:32||Google_Frog||Note Added: 0014823|
|2015-07-05 15:14||hokomoko||Relationship added||related to 0004883|