View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0006283 | AI | AI | public | 2019-08-20 11:15 | 2019-08-20 15:08 |
| Reporter | aeonios | Assigned To | |||
| Priority | high | Severity | minor | Reproducibility | always |
| Status | closed | Resolution | no change required | ||
| Summary | 0006283: Command timeouts always trigger | ||||
| Description | The 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 Reproduce | Have 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. | ||||
| Tags | No tags attached. | ||||
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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. |
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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. |
| 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 => |