Closed GoldJohnKing closed 5 years ago
By demo blocks, I mean demolition blocks/charges.
I don't think there's a single doFire or forceWeaponFire in VCOM, so I would be very suprised if VCOM was causing it.
Okay, I get it. I've taken a close look. It's true demo blocks, and they detonate with a delay if players a nearby. The problem is they detonate without checking allies' distance, and they just detonate the blocks with tons of allies nearby. They even detonate the bomb with who place the bomb nearby.(I'm not sure if I reach the point.) Please see the picture below.
As for the third issue, I've just wondering if it's caused by ACE3. I would lately run a test without VCOM and see how they behave.
Acknowledged, will fix.
Another related issue found.
All AIs nearby with demo blocks in their inventory would place a demo block, which means several demo blocks are placed and detonated at the same place. Could you also limit the maximum number of existing demo blocks around each house (or place) in the fix?
Another related issue that may duplicate https://github.com/genesis92x/VcomAI-3.0/issues/81 . The parameter “AI place mine chance” seems to have no use. No matter what value is, from zero to 100, all AI with demo blocks would have it placed and detonated.
The logic for placing mines and demo blocks is separate
I've read the new commit about the demo explosion, but I doubt if all those AI would automatically leave the demo after placed it. I think adding a pathfinding strategy that AI will try to escape from known explosions automatically would be better.
I went ahead and addressed this issue. The charges will wait for no friendlies to be around before they detonate.
If there is a cost efficient way to have potentially multiple AI path-find away from an explosive then I would love to implement that. The problem with giving AI movement orders during combat is that path-finding is costly on our precious CPU cycles. This is something I will continue to look into, but for now the explosives will not detonate if friendlies are near-by
Yeah, I get it. We await your new release.
I'm not sure if it should be regarded as bug report or featrue request, and I'm not sure if it's shall be presented separately, so... if something is not right, I'm sorry for the inconvience.
Expected behavior
A clear and concise description of what the bug is.
To Reproduce No need to fill this part, right? As related infos are presented above.
Screenshots
Screenshot related to the first issue. (I only got this one shot by one of the players, but I've reproduced the issue.)
Screenshot related to the second issue.
VCOM Version:
Additional mods used: