View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0019333||AI War 2||[All Projects] Graphical Bug||Jan 11, 2018 5:38 pm||Jan 17, 2018 1:01 pm|
|Fixed in Version||0.700 Hunting The Wild Beta Beast|
|Summary||0019333: Shots are not actually getting blocked, visually, by shields.|
|Description||Shots are not actually getting blocked, visually, by shields. Gah! ;) In all the fixing that has happened with the vis layer, I think that this was probably broken as a part of it.|
Badger, there's a section in ShotVisualizer.ReactToQueuedShotHittingSquad where it checks to see if ( ProtectingShieldThatTookTheHitOrNull != null ). If that's true, which it is when it should be from the looks of it, then it's supposed to just make the shot go... near to the forcefield and then stop. I'm not sure what is happening now. It's either going all the way to its original target, OR it's going to the ProtectingShieldThatTookTheHitOrNull point. I can't tell which it is.
Part of the result of that is that shots go right through forcefields, visually speaking at least, even though they are being blocked by them. I'm going to put in a quick fix inside a new svn rev tonight that should help, but it won't be the final thing.
|Tags||No tags attached.|
BADGER_TODO: This shot should now try to go to the point this.SquadWithForcefieldWeShot.GetCloserPointOnForceFieldIfPossible( this.selfT.position );
* After it gets there, then it should call this.SquadWithForcefieldWeShot.DoHitAgainstMyForcefield( this.selfT.position );
* And at that same time, it should call this.PlaySFX_ShotHittingShield();
* This raises the question in general of if HandleVisualsOfShotHit() is ever being called -- that's what does the sound effects for hits, not visuals, despite the name.
* It used to both, but now just does sfx, and then also would be responsible for DoHitAgainstMyForcefield() (which is visual). Just not any particle effects anymore.
//BADGER_TODO -- I've commented this out, and added the two lines under it which makes the shots die immediately rather than continuing on to their target
//this.EOLType = ShotEOLType.HitShield;
this.DeathCounterInevitable_TimeLeft = 0.01f;
this.DeathCounterInevitable_Enabled = true;
||I think this is fixed now? If not, please let me know.|
||Yep! Thanks for the fix. :)|
|Jan 11, 2018 5:38 pm||x4000Bughunter||New Issue|
|Jan 11, 2018 5:38 pm||x4000Bughunter||Status||new => assigned|
|Jan 11, 2018 5:38 pm||x4000Bughunter||Assigned To||=> BadgerBadger|
|Jan 11, 2018 6:09 pm||x4000Bughunter||Note Added: 0046668|
|Jan 11, 2018 6:11 pm||x4000Bughunter||Note Added: 0046669|
|Jan 17, 2018 12:47 pm||BadgerBadger||Note Added: 0046690|
|Jan 17, 2018 1:01 pm||x4000Bughunter||Status||assigned => resolved|
|Jan 17, 2018 1:01 pm||x4000Bughunter||Resolution||open => fixed|
|Jan 17, 2018 1:01 pm||x4000Bughunter||Fixed in Version||=> 0.700 Hunting The Wild Beta Beast|
|Jan 17, 2018 1:01 pm||x4000Bughunter||Note Added: 0046691|