OpenRA / OpenRA

Open Source real-time strategy game engine for early Westwood games such as Command & Conquer: Red Alert written in C# using SDL and OpenGL. Runs on Windows, Linux, *BSD and Mac OS X.
https://www.openra.net
GNU General Public License v3.0
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On direct attack order targeting dead structures units instead move into f.o.w. #14872

Closed CH4Code closed 5 years ago

CH4Code commented 6 years ago

If I target a structure in the fog which has been destroyed already, artillery and other units starts driving towards that spot instead of firing. If units are not supposed to know what happened in the f.o.w. then they should keep firing onto dead actors which are frozen under f.o.w.. What the unit does should coincide with what the player sees. moveconvertedattackorder This bug is super annoying for example in case you order an attack on a tesla coil (which you are not sure if it has been killed already) then the arty pieces jump forward and get killed by some other defense or units (i.e. tesla coil right next to the destroyed tesla coil).

This basically means the annoyance level of any dead and non-revealed structure has been raised to that of frozen camo-pillboxes. (oh and btw. frozen camo-pillboxes got even worse and now shunt direct attack orders) Pls fix! shuntattackorder

pchote commented 6 years ago

Related to #11265. I put a lot of work into laying the groundwork for fixing this in the last dev cycle. A lot more work is needed to finish it off (implementing specific frozen actor code in all targeting activities), and this work will need to be lead by someone else.