Airstrike glitch with rubble.

Bug #1066233 reported by EricAnimeFreak
10
This bug affects 2 people
Affects Status Importance Assigned to Milestone
Ares
Confirmed
Undecided
Unassigned

Bug Description

On my mod my GDI side has an airstrike SW. If I fire it at any of my civilian buildings such as this one:

[CASYDN03]
Name=Sydney Opera House
UIName=Name:CASYDN03
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=CIVWOOD
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=yes
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=yes
DieSound=MonumentCrumble
;Cost=2000;Removed Due to vetrancy bug, as a result repairing is free.
UC.PassThrough=65%
UC.FatalRate=1%
UC.DamageMultiplier=0.45
SelfHealing=no
Rubble.Destroyed=XCASYDN03

[XCASYDN03]
UIName=NOSTR:Rubble
Armor=ARUBBLE
Strength=1000
;;Rubble.Intact=CASYDN03
Selectable=no
ImmuneToPsionics=yes
Immune=yes
TechLevel=35
CanC4=no ; Fix To Prevent Rubble Clearing.
Name=Rubble;;Added for FA2
TechLevel=-1
Insignificant=yes

Once "any civilian building" is destroyed, the planes with ammo do not continue the attack on the rubble, and atempt to leave the screen, only to get stuck unable to ever leave the screen unless they deplete their ammo.

I also tried attacking the rubble with airstrike after the civilian building was destroyed and they attacked it and left as normal.

This bug is very minor, but I thought I would report it anyways, I was using ares 0.2

Revision history for this message
EricAnimeFreak (ericanimefreak) wrote :
Revision history for this message
mevitar (mevitar) wrote :

I don't think it's a bug. After all, the building that spawns as rubble is a separate building. Player controlled aircraft also don't continue their attack mission on the rubble that spawns from buildings, until you manually order them to attack the rubble.

The aircraft not leaving the map part is definitely a bug, though. :P

Revision history for this message
EricAnimeFreak (ericanimefreak) wrote :

Them not flying back is what I was calling the bug, though my words were confusing I guess. Normally though, when you airstrike a building, the planes will continue to attack the cell until ammo is depleted, so its weird that having a target would stop them. It's to bad airstrike attack mission is based on cell targeting. It would be so much better if they would acquire new targets in the area of SW firing coordinates if original target was destroyed. As it is, I may just have to switch to a carpet bomber, as a single target strike is to easy to avoid.

Revision history for this message
mevitar (mevitar) wrote :

I couldn't reproduce this bug, but i have to admit that i tried with a non-civilian building.
Does it happen with non-civilian buildings as well, or is it restricted only to civilian ones?

Could you post the SW, aircraft and all its weapon codes too?

BTW, LeaveRubble=yes on a building that uses advance rubble logic isn't needed, and the rubble has TechLevel listed twice. :P

Revision history for this message
EricAnimeFreak (ericanimefreak) wrote :
Download full text (3.5 KiB)

In this case it is needed: as my rubble logic still uses the image from rubble tag.
As for the techlevel on rubble your absolutely right. OOPS

My mod is available on PPM for download but I'll also provide the codes here.

I also Re-tested as you suggested. Only rubble produced by Civilian, not humans results in this bug. When I destroyed a captured oil Derick I controlled i got the normal behavior and they continued to attack the cell with Rubble now present. I tried to make a video of it with bandi cam but game locked up, though I don't think it was Ares's fault.

Here is my ini codes:

[AIRSTRIKESPECIAL]
UIName=NOSTR:Apache Airstrike
Name=Airstrike
IsPowered=true
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=7
Type=SpyPlane
Action=SpyPlane
ShowTimer=yes
DisableableFromShell=no
FlashSidebarTabFrames=120
SW.ShowCameo=yes
SidebarImage=AIRSTRIKEICON
SW.FireIntoShroud=no
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.AITargeting=Offensive
SpyPlane.Type=GDISPAWN3
SpyPlane.Count=7
SpyPlane.Mission=Guard
Cursor.Frame=347
Cursor.Count=4
Cursor.Interval=4
Cursor.MiniFrame=480
Cursor.MiniCount=7
Cursor.MiniInterval=5
NoCursor.Frame=384
NoCursor.Count=1
NoCursor.Interval=12
NoCursor.MiniFrame=52
NoCursor.MiniCount=1
NoCursor.MiniInterval=12

[GDISPAWN3]
ROT=9
Ammo=4
Cost=500
Name=---- GDISPAWN3
Armor=light
FlyBy=true
Image=GDISPAWN2
Owner=CACOUNTRY1,CACOUNTRY0,CACOUNTRY2,Russians,Africans,Confederation,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
Sight=0
Speed=14
Points=20
UIName=NOSTR:Airstrike Apache
Fighter=yes
Primary=AIAPACHarpy3
Spawned=yes
Category=AirPower
Landable=yes
OmniFire=yes
PipScale=Ammo
Strength=200
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MaxDebris=3
MoveSound=SeigeChopperMoveLoop
TechLevel=35
Trainable=no
GuardRange=35
PitchAngle=0
PitchSpeed=1.1
ThreatPosed=20
VoiceAttack=SeigeChopperAttackLand
VoiceSelect=SeigeChopperSelect
AirportBound=no
CanRetaliate=yes
CanPassiveAquire=yes
DefdaultToGuardArea=yes
SlowdownDistance=0
MoveToShroud=yes
MovementZone=Fly
;Prerequisite=none
CrashingSound=BlackOpsDie
VoiceCrashing=BlackOpsVoiceDie
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
RadarInvisible=no
ImmuneToPsionics=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
PreventAttackMove=no
ConsideredAircraft=yes
DamageParticleSystems=SparkSys,SmallGreySSys
IsSelectableCombatant=no
Selectable=yes
AllowedToStartInMultiplayer=no
Crewed=yes;Ares Bug 1167 and below, pilots spawn off of map.;1/29/12 added back in for Testing.
Survivor.Side0=ALLBASIC;1/29/12 added back in for Testing.
Survivor.Side1=ALLBASIC;1/29/12 added back in for Testing.
Survivor.Side2=ALLBASIC;1/29/12 added back in for Testing.
Survivor.Side3=ALLBASIC;1/29/12 added back in for Testing.
Survivor.Side4=ALLBASIC;1/29/12 added back in for Testing.
Survivor.Side6=ALLBASIC;1/29/12 added back in for Testing.
Parasiteable=no
CanBeReversed=no

[AIAPACHarpy3]
ROF=25
Anim=GUNFIRE
Range=7
Speed=150
Damage=75
Report=SeawolfAttack
Warhead=HEXEH
Projectile=AIATA
MinimumRange=3

[AIATA]
AA=yes
AG=yes
Arm=2
ROT=100
Image=MISLCHEM
Ranged=no
Shadow=no
Proximity=no
SubjectToW...

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Revision history for this message
mevitar (mevitar) wrote :

Sorry it took so long. I tested it today, and couldn't reproduce this bug. I suppose you're using MLEP, so did you try it on a map without any buildings outside of map borders? Was this SW on a building that is outside of map borders?

The "aircraft stop attacking the cell once the building is destroyed" thing is caused by LeaveRubble=yes. It happens with both civilian and player owned buildings. When it is taken away from the structure, they don't stop attacking until they deplete their ammo.

I could not get the aircrafts to stuck at the map border. They always disappeared once touched it, no matter if i destroyed a civilian building, player owned building, if they depleted their ammo, or didn't get to fire at all.

Revision history for this message
EricAnimeFreak (ericanimefreak) wrote :

I went ahead and made a video of the bug once I got bandicam working preoperly.

http://www.youtube.com/watch?v=ay8lq2ZWA58&feature=youtu.be

It was using the Alamo on Battle mode on my mod Using my New Side's SW.

All MLEP does is basically run a few triggers and also has a few human owned buildings off of map, though, so I don't see how it would effect test. I'm also still using ARES 0.2 not one of the new test builds.

All civilian building in my mod that weswtwood originally had rubble, now make ARES rubble + the original Rubble via the Rubble tag for the image.

Revision history for this message
EricAnimeFreak (ericanimefreak) wrote :

Went ahead and ran another test without MLEP using Ares random map generator. Bug still occurred as in video.

Revision history for this message
mevitar (mevitar) wrote :

0.2 p1 isn't a test build. I did my tests with it.

And yes, i know what MLEP does. That's why i asked if you didn't happen to have the SW on something outside of the map. :P

In my case, the aircrafts always stopped attacking after the building spawned regular rubble, player owned or not. I'll retest it, this time with your aircraft (because the only thing that i didn't copy from you was the aircraft itself - i used one of mine, but with the weapon you used).

Revision history for this message
mevitar (mevitar) wrote :

I managed to replicate aircrafts not leaving the map bug, and it appears to be caused solely by FlyBy=yes on the aircraft. If such aircraft will end its attack mission with ammo left, it might end up unable to leave the map. Apparently, in that case, the game does different checks for the aircraft when it gets close to he border.

If its ROT to Speed ratio is low enough, it might still vanish at one point in the game, if the circles it will be doing will be big enough. I suspect that it has something to do with the aircraft trying to reach the visible map border in case of no ammo left or FlyBy=no, while it tries to reach the map border if it has FlyBy=yes and still has ammo left (at least that's how it looks like: FlyBy=no vanishes after "touching" the visible area limit, FlyBy=yes passes through it and may start circling around it, until it reaches some unknown point behind the visible area).

I can't get the aircrafts to continue attacking a cell that spawned rubble from a player owned building, even with exact copy of your aircraft (except for the name and owners). Both civilian and player owned buildings (occupied or captured, doesn't matter) force the aircraft to stop attacking the cell when they spawn regular rubble.

Changed in ares:
status: New → Confirmed
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