Solid buildings and Inviso=yes
Bug #895465 reported by
mevitar
This bug report is a duplicate of:
Bug #895500: SolidHeight does not work on invisible projectiles.
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This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Ares |
Fix Committed
|
Medium
|
AlexB |
Bug Description
Projectiles that hit instantly still ignore solid buildings. This logic works fine for missiles, cannons etc, but doesn't work for anything that has Inviso=yes on its projectile (lasers, electric bolts or GI's rifle).
Changed in ares: | |
assignee: | DCoder DCoder (dcoder1337) → AlexB (alexander-b) |
milestone: | none → 0.a |
status: | Invalid → Fix Committed |
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version -> 0.1.unlisted...?
Anyways, I can hardly see how the game could possibly tell an Inviso= projectile to explode when the 'projectile' hits a building, considering that this 'projectile' is not actually created, but rather the warhead just explodes at the target upon firing. I'm not even entirely sure if the game even fully invokes projectile objects when dealing with Inviso= projectiles. The only feasible solution is to make SubjectToBuildi ngs=yes inviso projectiles behave like they are behind a wall. Attempts to shoot won't hit the wall like a tank, but at least they can't shoot past it.