When using Advanced Rubble logic, infantry can be placed on top of rubble.

Bug #895325 reported by Professor_Tesla
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Medium
AlexB

Bug Description

If Advanced Rubble logic is being used, and a building's rubble has a foundation size the same size as (or bigger than) the building's foundation, the building's crewmembers may be placed on top of the rubble if the building is destroyed and does not have clear space all around it. This will lead to the bug mentioned in issue #bug:703 if the crew infantry are not killed before reparation of the rubble is attempted.

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Bug Importer (bug-importer) wrote :

A solution to both This issue and issue 703 would be to "script-bump" all units in the new building's space. It worked like that when you ordered a FA2:YR Map script to place a building on the map, it placed it, and bumped all units out of the way in the process. This could prove sketchy for huge buildings though.

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Renegade (renegade) wrote :

While you are technically correct, it's not as simple as just telling them "move out of the way" - especially since the report specifically states "if the building is destroyed and does not have clear space all around it".

So yes, the solution will indeed be to move the soldiers out of the way, but it's not as simple as flipping a switch - hence why this is scheduled for Ares 0.2.

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WoRmINaToR (worminator) wrote :

Ah, I see, well as for a possible place to start looking for the code to bump infantry, you can look at the map script for spawning buildings on a map via triggers. it may lead to what you guys need.

The map script bumps units, destroys buildings and erases overlay. For obvious reasons It cannot guaruntee flat terrain, so I agree with the idea posed in the other issue - forcing same foundation on rubble rebuilds

(BTW That anon post was me)

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skyboy (skyboy) wrote :

If the building is a trench, the units could be bumped into the next adjacent trench that's not full, and if none, the units are killed; They died in the trench's "collapse" if there's no room around the building.

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: AlexB
Location: trunk, r713
Revision comment:
Fixed issue #703: Destroyed/Intact buildings are forced to have the same foundation. The building will not disappear if an engineer could not repair it.
Fixed issue #712: Infantry will be pushed out of the way and should never be placed below the rubble. If there is no free space, the units will be killed.
Fixed issue #850: Rubble does not rely on being damaged. Engineers will always show a repair cursor.

Documentation updated.

Breaking changes!
Foundations of destroyed/intact buildings have to match, otherwise the game will exit.
Because of the changes ClickRepairable=no will no longer be enforced.
SVN: http://svn.renegadeprojects.com/Ares/713

Revision history for this message
Professor_Tesla (professor-tesla) wrote :

This works perfectly in the latest revision.

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Renegade (renegade) wrote :

Closed as per comment above.

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