View Issue Details

IDProjectCategoryLast Update
0018961AI War 2Bug - GameplayMar 1, 2017 8:56 am
ReporterZogheen Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Fixed in Version0.102 
Summary0018961: Ships firing after being destroyed
DescriptionThis may be a graphical issue, however after a ship is destroyed, sometimes it will keep firing for a few seconds after death (the shots just appear from the air where it died). These shots will do damage, hovering over a squad being hit showed that it lost one ship and some more health from the after death shots.
TagsNo tags attached.

Activities

Chris_McElligottPark

Feb 28, 2017 4:26 pm

administrator   ~0045777

Yeah, this is definitely a graphical thing. I think that overall we're having too much per-shot delay in general (for some various historical reasons that made sense), versus blasting a lot of shots more in a group. We'll get this sorted out, anyhow.

Thanks!

Zogheen

Feb 28, 2017 6:28 pm

reporter   ~0045781

I had a thought that may or may not assist in that, but since you mentioned per-shot delay, I would guess that it's related to squads, and them being considered 'one ship' in terms of the game loading. To lower the per-shot delay, you could have it shoot multiple shots at once along the width of the squad. That would lower the delay possibly in a large way (I don't know your code), and would have the added benefits of looking great and immersion with all of the ships firing at once in a kind of broadside manner, not one at a time.

Chris_McElligottPark

Feb 28, 2017 7:27 pm

administrator   ~0045783

Oh yeah, that's definitely the plan. The reason we did it the other way is because we don't yet have the shots emanating from the individual ships (it's on my todo list: https://trello.com/b/tz2k8Q15/chris-ai-war-2-todo).

In order to actually see that there WERE multiple shots being fired, the delay had to be pretty hefty, since otherwise they'd all just be on top of one another. But having slightly-offset volleys of shots instead is something I'm really looking forward to getting in there soon.

keith.lamothe

Mar 1, 2017 8:56 am

administrator   ~0045791

For 0.102:

* Now when a ship dies or enters a wormhole, any shots it had already fired but were visually delayed (so that you could tell there was more than one shot) skip the rest of their visual delay so you don't see a continuing stream of shots from the now empty space in cases of stuff like MLRS with very high rate of fire.

Thanks :)

Offsetting the shots visually would be nice, especially for multi-ship squads and big stuff with multiple visual "weapon banks" (like the bigger MLRS guardians; seeing shots come out of all its visual weapon banks would be awesome), but it wouldn't deal with the root issue.

Issue History

Date Modified Username Field Change
Feb 27, 2017 7:57 pm Zogheen New Issue
Feb 28, 2017 4:25 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Feb 28, 2017 4:25 pm Chris_McElligottPark Status new => assigned
Feb 28, 2017 4:26 pm Chris_McElligottPark Note Added: 0045777
Feb 28, 2017 6:28 pm Zogheen Note Added: 0045781
Feb 28, 2017 7:27 pm Chris_McElligottPark Note Added: 0045783
Mar 1, 2017 8:56 am keith.lamothe Note Added: 0045791
Mar 1, 2017 8:56 am keith.lamothe Status assigned => resolved
Mar 1, 2017 8:56 am keith.lamothe Fixed in Version => 0.102
Mar 1, 2017 8:56 am keith.lamothe Resolution open => fixed