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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0000501 | Spring engine | General | public | 2007-03-27 06:01 | 2013-03-22 16:22 | ||||
Reporter | Argh | ||||||||
Assigned To | |||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | unable to reproduce | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000501: Priority of Forced Ground Attacks | ||||||||
Description | The priority of forced ground attacks should always be greater than the unit's "preferred" target. Right now, if you force a piece of mobile artillery to attack a particular piece of ground, and it encounters a unit along the way, it is quite likely to "forget" it has explicit instructions to attack a very specific spot on the map, and attack the unit right in front of it, which is not what the user requested! I dunno why the targeting code doesn't keep explicit user requests as the target until canceled, but this behavior is very annoying, and very noticeable now that we can finally use the MiniMap to target areas. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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KDR_11k (reporter) 2007-03-27 21:40 |
Strange, I've never seen that happen. Units shoot at other targets when they can't hit the ordered target yet but I've never seen them ignore an order. |
Argh (reporter) 2007-03-28 00:03 |
Maybe the way that "possible attacks" is being displayed is borked, then. Perhaps this needs to be addressed on the LUA GUI side. |
hoijui (reporter) 2009-08-10 12:15 |
closed for oldness and very vague description (-> impossible to reproduce) |
Argh (reporter) 2009-08-10 21:56 |
This issue should not be closed. When issuing CMD.ATTACK with 3 params XYZ, there is obviously some sort of raytest going on that should not be occurring if CMD.ATTACK has 3 params (as opposed to one param, a unitID). IOW... you can't just attack ground beneath a Unit. If you do, you end up attacking the Unit every time. If you attack ground that's not occupied, it works correctly. Certain behaviors would be possible, if a CMD.ATTACK with three params could be issued via Lua, instead of a CMD.ATTACK --> 3 params --> raytest --> unitID collision --> CMD.ATTACK(unitID), which is what's happening in the current code. |
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Date Modified | Username | Field | Change |
---|---|---|---|
2007-03-27 06:01 | Argh | New Issue | |
2007-03-27 21:40 | KDR_11k | Note Added: 0000840 | |
2007-03-28 00:03 | Argh | Note Added: 0000841 | |
2009-08-10 12:15 | hoijui | Note Added: 0003862 | |
2009-08-10 12:15 | hoijui | Status | new => closed |
2009-08-10 12:15 | hoijui | Resolution | open => suspended |
2009-08-10 21:56 | Argh | Note Added: 0003879 | |
2009-08-10 21:56 | Argh | Status | closed => new |
2009-08-10 21:56 | Argh | Resolution | suspended => reopened |
2013-03-22 16:22 | Kloot | Status | new => closed |
2013-03-22 16:22 | Kloot | Resolution | reopened => unable to reproduce |