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IDProjectCategoryLast Update
0019333AI War 2[All Projects] Graphical BugJan 17, 2018 1:01 pm
Reporterx4000BughunterAssigned ToBadgerBadger 
Severityminor 
Status resolvedResolutionfixed 
Product Version 
Fixed in Version0.700 Hunting The Wild Beta Beast 
Summary0019333: Shots are not actually getting blocked, visually, by shields.
DescriptionShots 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.
TagsNo tags attached.

Activities

x4000Bughunter

Jan 11, 2018 6:09 pm

administrator   ~0046668

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.

x4000Bughunter

Jan 11, 2018 6:11 pm

administrator   ~0046669

//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;

BadgerBadger

Jan 17, 2018 12:47 pm

manager   ~0046690

I think this is fixed now? If not, please let me know.

x4000Bughunter

Jan 17, 2018 1:01 pm

administrator   ~0046691

Yep! Thanks for the fix. :)

Issue History

Date Modified Username Field Change
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