View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000954 | Spring engine | General | public | 2008-06-17 08:51 | 2008-06-17 18:15 |
| Reporter | B1indz3r0 | Assigned To | |||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | closed | Resolution | no change required | ||
| Product Version | 0.76b1 | ||||
| Summary | 0000954: Units and their weapons | ||||
| Description | Ok, I know this isn't very big, but it is a problem. Say I have an enemy in my base, all my lasers and units start firing at it. However, when I select hold fire to make them stop, they do not, not even when I select return fire. So please check into this issue. Furthermore, if I make a large group of freedom fighters, or any kind of combat unit, and I tell them to attack a specific target, eventually some of them will get damaged. Why can your own units get damaged by their own weapons? I know it simulates real life pretty good, but it's a hassle. I also wanted to mention that units in combat need to know on their own how far they need to be from enemies unit and each other, because when your units get to close and they blow the enemy up they get damage too. They need their own way of knowing how far they should be. Something that is included on supreme commander that TA Spring should have is unit formations. When a unit is called to a specific spot and there are other units, they line up next to them from a certain equal distance. I believe Spring should have this, it would make battles much better and more organized. | ||||
| Tags | No tags attached. | ||||
| Checked infolog.txt for Errors | |||||
|
|
Changing a unit's fire-state does not cancel its current orders, you have to issue an extra stop command yourself to do that (might be worth a patch). Projectiles normally don't care about the allegiance of the units they hit, lobby with your local mod vendor to enable the COLLISION_NOFRIENDLY tag for them if it really bothers you. ;) Furthermore explosions damage everything within their area of effect, units cannot know in advance which positions to avoid. ps. Regarding formation keeping, see the CustomFormations Lua widget. (Closing this since none of these issues are really bugs.) |