View Issue Details

IDProjectCategoryLast Update
0021257AI War 2Bug - GameplayJul 25, 2019 11:12 am
ReporterOvalcircle Assigned ToBadgerBadger  
Severityminor 
Status resolvedResolutionfixed 
Product VersionBETA 0.863 Control of Capturables 
Fixed in Version0.877 The Strikecraft Goldilocks Zone 
Summary0021257: Nanocaust can kill AI Eye through invincibility on 3x speed
DescriptionFor some reason, on 3x speed, the Nanocaust can damage and straight up kill the Eye, despite it being invincible due to guardposts still being alive. (Might not be a problem with the Nanocaust, per se)

Save and screenshots included. Notice the guardpost on the left is still alive, but the Eye is gone.
TagsNo tags attached.

Activities

Ovalcircle

Jun 1, 2019 12:39 am

reporter  

20190601003445_1.jpg (225,345 bytes)   
20190601003445_1.jpg (225,345 bytes)   
20190601003455_1.jpg (220,731 bytes)   
20190601003455_1.jpg (220,731 bytes)   

wm46

Jun 1, 2019 3:58 am

reporter   ~0051781

This is a known issue, when an AI eye swaps forms it doesn't gain its invincibility until the game runs long range planning for the AI. Problem is, it's pretty random when it runs; Sometimes it runs every 5 seconds and you won't really notice the eye not be invincible, other times it can take like 20 seconds to run the long range planning. It all depends on how much work is happening on the background threads from the AI faction and other minor factions.

BadgerBadger

Jun 3, 2019 4:38 pm

manager   ~0051790

I really need to move the code out of Long Range Planning and onto the main sim. It's the only way I can think of to make sure stuff like this doesn't happen

Chris_McElligottPark

Jun 3, 2019 8:24 pm

administrator   ~0051793

Yep, that invincibility code would indeed need to move there. You could have it gated to only check its invincibility status ever 1 second or so, but have it immediately know "I need to do it next frame" for anything that just changed form or got created or whatever else. That would keep the load of these pretty low.

If we don't have a rollup for the relevant guard posts, we can also add one for that to keep the search super duper short and thus less costly on the CPU, too.

The other plus of this is it wouldn't need to use GameCommands to set the invincible status to be MP-safe, so that's another win.

BadgerBadger

Jul 25, 2019 11:12 am

manager   ~0052321

Fixed

Issue History

Date Modified Username Field Change
Jun 1, 2019 12:39 am Ovalcircle New Issue
Jun 1, 2019 12:39 am Ovalcircle File Added: check eye invincibilty.save
Jun 1, 2019 12:39 am Ovalcircle File Added: check eye invincibilty.savemet
Jun 1, 2019 12:39 am Ovalcircle File Added: 20190601003445_1.jpg
Jun 1, 2019 12:39 am Ovalcircle File Added: 20190601003455_1.jpg
Jun 1, 2019 3:58 am wm46 Note Added: 0051781
Jun 3, 2019 4:38 pm BadgerBadger Note Added: 0051790
Jun 3, 2019 8:24 pm Chris_McElligottPark Note Added: 0051793
Jul 25, 2019 11:12 am BadgerBadger Assigned To => BadgerBadger
Jul 25, 2019 11:12 am BadgerBadger Status new => resolved
Jul 25, 2019 11:12 am BadgerBadger Resolution open => fixed
Jul 25, 2019 11:12 am BadgerBadger Fixed in Version => 0.877 The Strikecraft Goldilocks Zone
Jul 25, 2019 11:12 am BadgerBadger Note Added: 0052321