CloakRadiusInCells still checked when placing SensorArray structures

Bug #1227331 reported by mevitar
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Undecided
AlexB

Bug Description

When placing a structure, the game still checks for CloakRadiusInCells. It doesn't check for SensorSight=, nor for the structure's weapon range when it has such. Because of that, the sensor radius appears to be very big when placing. Once placed, everything works fine (it checks for SensorSight= normally).

Revision history for this message
AlexB (alexander-b) wrote :

How to fix this? By make the radial indicator use SensorSight= or by changing SensorArrays to use CloakRadiusInCells=? The first would be semantically more correct, the second would restore the behavior of TS.

Changed in ares:
milestone: none → 0.5
assignee: nobody → AlexB (alexander-b)
status: New → In Progress
Revision history for this message
mevitar (mevitar) wrote :

I'd say the first. While people that modded TS will know that CloakRadiusInCells= handled the detection radius for Sensor Array, it's not intuitive for everyone else. And Ares already doesn't do tags like TS did (Firestorm.Wall=yes, for example).

AlexB (alexander-b)
Changed in ares:
status: In Progress → Fix Committed
Revision history for this message
mevitar (mevitar) wrote :

Fixed in 13.263.286. SensorArray=yes structures use SensorRange= when placing.

Changed in ares:
status: Fix Committed → Fix Released
Revision history for this message
Graion Dilach (graiondilach) wrote :

SensorsSight, you mean. :P

Revision history for this message
mevitar (mevitar) wrote :

Yes, my bad.

Revision history for this message
AlexB (alexander-b) wrote :

Also considering http://www.ppmsite.com/forum/viewtopic.php?p=494019#494019, it's looking good. Thanks for testing!

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