SolidHeight does not work on invisible projectiles

Bug #895500 reported by Renegade
16
This bug affects 2 people
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Medium
AlexB

Bug Description

Quoth FS-21: I made some tests with revision 1.476 and I can say that Solid buildings logic works as expected with SolidHeight0 and SolidHeight=0 but only if the projectile has the next tags: Inviso=no (or directly not have that Inviso tag) and Image= tag has a valid image animation and ROT= tag is defined and ROT > 0

These 3 details are typical of invisible projectiles so weapons with invisible projectiles always ignores Solid buildings logic, working like the default YR behavior.

##### ADDITIONAL INFORMATION #####
This issue is split off of #bug:478.

Revision history for this message
SovietWarrior (sovietwarrior) wrote :

Suggestion for a 0000478.
Is it possible to have projectie also check Building with SolidHeight>0 and Gate=yes for its current open\close stage? I mean, opened gate should not hold projectie anyway.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

Retargeting - 3D math for invisible/instant-hit projectiles is evil.

Revision history for this message
Steel Mirage (steel-mirage) wrote :

For the Manual: Is this a going concern anymore? There's special mention of this and it kinda seems like there ain't much interest, so...

Revision history for this message
mevitar (mevitar) wrote :

Got an idea how to get past the evil 3D math here :P (well, at least some of it). However, it involves using issue 1681.

Like WoRmINaToR wrote, when trying to shoot through a building with an invisible projectile, treat it as a wall - it would force the unit to move around the building, and find a better place to shoot. However, when actually trying to attack the buidling itself, make the unit fire at a random point, like requested in 1681, instead of calculating the trajectory of the projectile (maybe do some minor calculations, to prevent situations like shooting at the south side of the building, when the unit is attacking from north).
Sadly, this probably doesn't solve it for air units at all...

I understand it won't make it until 0.5 anyway, just an idea I wanted to share.

Revision history for this message
Nemo Starem (igal-igal) wrote :

Any news on this?
Are invisible projectiles ever planned to work with solid buildings?

For realistic cannon attacks by tanks, etc...

Revision history for this message
mevitar (mevitar) wrote :

There's other stuff that has priority over this (especially that this one isn't a gamebreaking issue).

Revision history for this message
mevitar (mevitar) wrote :

Also, that "Milestone" thing is there for a reason. :P

AlexB (alexander-b)
Changed in ares:
assignee: nobody → AlexB (alexander-b)
status: New → Fix Committed
milestone: outdated-0.5 → 0.a
Revision history for this message
mevitar (mevitar) wrote :

Invisible projectiles are now being stopped - the warhead detonates at the structure instead on the target (also: the structure is damaged according to warhead's verses even without CellSpread).

Only the graphical glitch remains, but that's known and i suppose it won't be fixed anyway.

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

The problem with the glitch is that it needs to do the same checks twice, that is recalculate the exact point the laser hits the building. I have to look at the problem again, and most likely it's ok to just do that. The big performance improvement for this logic came through other means, so it should be ok.

Revision history for this message
mevitar (mevitar) wrote :

TBH, i wouldn't mind it if it stayed the way it is - i can use SolidLevel to make sure that the glitch never occurs, because said units will avoid shooting through buildings in the first place. But if you say that a fix for it shouldn't cause performance issues, then fine for me. :P

AlexB (alexander-b)
Changed in ares:
status: Fix Committed → Fix Released
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