InsideEarth2150 / IEO-Updates

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LC electro cannons miss buildings. #39

Open nutzeeer opened 3 years ago

nutzeeer commented 3 years ago

This bug occurs when units shoot buildings at a distance. this bug can be seen in this youtube video:

the timestamps are also in the description https://youtu.be/qsH8b2L-SWY?list=TLPQMDQwNDIwMjGFdRil82NAnA&t=1000 https://youtu.be/qsH8b2L-SWY?list=TLPQMDQwNDIwMjGFdRil82NAnA&t=1846 https://youtu.be/qsH8b2L-SWY?list=TLPQMDQwNDIwMjGFdRil82NAnA&t=1967 This bug is not only visual but also affects gamplay as the target does not take damage from a miss.

image image

This happened using 2.2.0.5 version, on 3. april 2021.

koniecpolski commented 3 years ago

I notice the same problem while rushing enemy buildings under construction, and shooting with E does 0 damage.

Skeltek commented 3 years ago

Does the same unit keep firing at the same spot or is the attacked coordinate random? If the hit location is randomized each shot, it may be intentional. Lighting by weather effect also has the property of hitting in a random spot and the geography influencing where it would exactly hit (prefering high terrain for example).

nutzeeer commented 3 years ago

Its the same unit hitting the same spot over and over. If i move the units closer this does not happen anymore.

Skeltek commented 3 years ago

Hmm, naturally it would be the idea of letting them reposition if they do not hit, but there is no known function to check if the shot connected with the target or not. Does that always happen at the same distance with the same weapon? Is it possible for a heavy E to hit and the mounted smaller E to miss and the other way around? I wonder if che chassis (height of the weapons mount) and unit facing direction plays a role too. However, it could be resolved by forcing units to drive closer before engaging fire. The issue may also be related to rebalancing the range of various weapons, so the targeting routine determines the line of fire wrongly. I guess there may be nothing we can really do about it. At least nothing comes to my mind.

nutzeeer commented 3 years ago

In the first screenshot i can see that heavy E misses and little E does not fire. I could be a possibility that the weapon range and the targeting range are independent. (I cant check that though). Is it possible to investigate that? Moving units closer is a band-aid solution, still i would like a fix.

Skeltek commented 3 years ago

The scripts simply stop the unit, when weapon number #0 gets in range. The standard scripts do not check for the firing range of secondary weapons. The unit most often keeps driving 1-2 fields after the target is in main weapon range, until the unit slows down and stops at the next square. Can you check the changelogs of the patches, wether or not range got artificially increased with a patch? Does a weapon upgrade increase the range beyond the defined firing arc maybe? I wonder how the animation changes, if the weapon gets added range through experience or weapons upgrade. Maybe the electric arc was never meant to be modified or something else is wrong.

nutzeeer commented 3 years ago

Is it just me or has this issue become rarer?

nutzeeer commented 3 years ago

Doesnt seem to be the case. Somehow this also applies to units, but very rarely and i dont know if the bug is only visual on units. We should check out whether this problem also occurs on older versions and eftbp / LS. ->feel free to be tasked! :)