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IDProjectCategoryView StatusLast Update
0006283AIAIpublic2019-08-20 15:08
Reporteraeonios Assigned To 
PriorityhighSeverityminorReproducibilityalways
Status closedResolutionno change required 
Summary0006283: Command timeouts always trigger
DescriptionThe description of command timeouts is that "if the command has not started by frame x, cancel the command". However, now it always cancels on frame x whether the command has started or not.
Steps To ReproduceHave an AI move a unit to the center of the map using a timeout of frame+30, the unit will stop moving after one second.
TagsNo tags attached.

Activities

aeonios

2019-08-20 11:19

reporter   ~0020086

Actually, why do timeouts even exist? Would someone like to explain that one to me? Players don't have timeouts for their orders, and if you removed them entirely from my AI (which I'm more or less about to do) then the behavior would not change at all.

Kloot

2019-08-20 15:06

developer   ~0020087

Timeouts exist for internal reasons and were not obeyed for AI-issued commands until recently.

The "cancels a command only if it has not been started" description has never been true.

Issue History

Date Modified Username Field Change
2019-08-20 11:15 aeonios New Issue
2019-08-20 11:19 aeonios Note Added: 0020086
2019-08-20 15:06 Kloot Assigned To => abma
2019-08-20 15:06 Kloot Status new => closed
2019-08-20 15:06 Kloot Resolution open => no change required
2019-08-20 15:06 Kloot Note Added: 0020087
2019-08-20 15:08 Kloot Assigned To abma =>