Laser Fence cross logic handling

Bug #895376 reported by Droke on 2010-02-27
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Medium
Unassigned

Bug Description

While toying with the laser fence I notice two issues, both are fairly obscure though.

First is weaponized fence sections. Firing a weapon causes the section to not deactivate, others in the same section have a chance to follow suit, reactivation is also a gamble. It seems isolated to those that share both of the same posts, others work normal.

I dont know how this should be delt with. Fix it, deactivate weapondry, or even make weapons fully incorperated. Honestly though, would anyone else even notice this?

Second is fence sections mixed with the firewall logic. Any units moving over an inactive fence will be destroyed in the same fasion as if it was activated on them. This has been confirmed to also happen in TS. Its worth noting that a unit could sometimes pass once or twice before getting killed, this was rare though.

I much like the idea of a firestorm wall with destroyable ends, and would use this should it not be so hastey to kill my units.

While on the topic, would it be possable to put a fence toggle button on the command bar?

Darkstorm (bynnar-starblade) wrote :

It is a laser fence you know, the second should be expected. I really would like a tag to customize fence posts with their sections.

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