AOE EMP weapons shuts down Laser Fences indefinitely

Bug #919848 reported by Rogan
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Medium
AlexB

Bug Description

Happens in trunk r1169.

When I use an EMP weapon with cell spread on say, a construction yard surrounded with laser fences and posts, the lasers shuts down but it doesn't go back online when the EMP effects wear off. I had to replace the posts to get the lasers back.

<=How to Reproduce=>
Simply create an EMP weapon that has a cellspread and use it on a laser fence.

Rogan (pdrogan)
description: updated
Revision history for this message
Renegade (renegade) wrote :

The fact that your build has a four-digit revision ID tells that it's ancient. Please re-test with a current testing build.

Changed in ares:
status: New → Incomplete
AlexB (alexander-b)
Changed in ares:
assignee: nobody → AlexB (alexander-b)
Revision history for this message
Rogan (pdrogan) wrote :

I managed to find V02-mix3 (12.19.575), but I'm not sure if it's the right one.

The Laser Fences Occasionally shuts down indefinitely using AOE EMP weapons with that build.

Revision history for this message
Renegade (renegade) wrote :

Please note that "mix3" is not newer than "mix2", these are just three different branch mixes. Blame D for the naming.
Apparently, mix1 is house-bolts + more-graphics, mix2 is abductor-fixes and carryalls, mix3 is various-fixes and abductor-fixes.

Your reports imply that, in the old version, Laser Fences would always be shut down, while in the current version, this only happens "occasionally"; can you confirm this interpretation?

Revision history for this message
Rogan (pdrogan) wrote :

After a few more tests, let me rephrase.

In both 1169 and v02-mix3, The Laser Fences shuts down indefinitely when an AOE EMP weapon is used under them.
If only some section(s) were affected, that section will shut down indefinitely while the unaffected sections remain intact.

In v02-mix3, however, the Laser Fences will Occasionally all reactivate after a couple shots from the AOE EMP weapon.
This never happened in 1169.

Revision history for this message
Renegade (renegade) wrote :

That is curious...thanks for the extended info.
How do the fences react to punctual EMP weapons?

Changed in ares:
importance: Undecided → Medium
status: Incomplete → Triaged
Revision history for this message
Rogan (pdrogan) wrote :

I tried shooting an EMP weapon without any cellspread
To the fences, it did nothing.
To the posts, it deactivated its adjacent fences, but it went back online.

I tried I tried shooting an EMP weapon a small cellspread.
The same thing happens.

BUT, I think I might've found the source of the problem.

Until now I've only been using an EMP attached, large cell spread generic WH super weapon.
I've been letting the AI use the AOE Weapon against my base with laser fences as well.

I've found that if only the laser posts and/or fences get hit, they will reactivate.

However, if it hits the laser post and/or fences AND enough power plants to power down the entire base (low power), the laser fences will be left deactivated when the EMP effect wears off.

I've also found that the fences can only be fixed when the post that was previously affected by the AOE EMP weapon gets hit by another EMP weapon of any kind.

I think there's a problem somewhere with the ordering of which wears off first, the EMP effects or the low power effects.

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

Thanks! IIRC I checked for the house's power level when recovering from EMP to only reactivate buildings when there is enough power. I did this to prevent Tesla Coils and Prism Towers from firing when they really shouldn't. That's most likely where the problem lies. Will look into it.

AlexB (alexander-b)
Changed in ares:
status: Triaged → Fix Committed
milestone: none → 0.2-rc1
Revision history for this message
AlexB (alexander-b) wrote :

Laser fence posts will always be reactivated by EMP, no matter whether the owning house has enough power. This is how the YR did it, but as it had no laser fences, this might not work reliably. I did not check how TS did it, but I guess they did not change it.

Revision history for this message
Rogan (pdrogan) wrote :

Yep that fixed the Laser Fence problem in Fatman 12.77.825, but another minor problem arise that's not related to the fences.

Preparation anims from super weapons doesn't animate properly under the same conditions as the laser fence problem had.

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

Thanks for verifying. I'll try to find a definitive solution for these kinds of problems, but as it is a cosmetical issue, it might not get into 0.2.

Changed in ares:
status: Fix Committed → Fix Released
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