Opened 11 years ago
Closed 10 years ago
#2013 closed defect (fixed)
Sahel watering holes contains animals in deep water.
Reported by: | Josh | Owned by: | Itms |
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Priority: | Should Have | Milestone: | Alpha 17 |
Component: | Art & Animation | Keywords: | |
Cc: | Patch: |
Description (last modified by )
I received a report that when attacking animals and the animals flee till they are on water, after they die they are un-gatherable from. (sahel watering holes, scenario version) My suggested fix would be adding a check for gatherer accessibility when the animal dies and if it is not accessible move it to accessible land. Screenshot : http://www.rhizogen.es/~ac/vrac/bugreports/animalsinwater0052.png
Change History (6)
comment:1 by , 11 years ago
Description: | modified (diff) |
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comment:2 by , 11 years ago
comment:3 by , 11 years ago
The issue is with the map itself indeed. What about just fixing this map generator? (a ticket rename would be in order).
comment:4 by , 11 years ago
Cc: | added |
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Summary: | Gatherable animals can die in places inaccessible to gatherers. → Sahel watering holes contains animals in deep water. |
It's a scenario map, not a generated map. I see why the designer wanted those animals there, it's like almost passable. I guess michael should decide what to do.
- Make the terrain passable
- Move the animals away from the deep water
- Replace the animals with non-gatherable actors
comment:5 by , 10 years ago
Cc: | removed |
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Component: | Core engine → Art & Animation |
Description: | modified (diff) |
Keywords: | gather animals water removed |
Milestone: | Backlog → Alpha 17 |
On the current skirmish map, I encounter the problem only for two animals (in the hole at the right). I'm committing a fix right now, just changing the positions of these two, don't hesitate to reopen the ticket if you notice another problem.
About Sander's remark, I think the animals were supposed to be gatherable, as they are really close to the others (not enough though). So I picked option 2).
Normally, animals have the same passability class as regular units. So unless they are placed in the water as a start, they shouldn't flee there. I didn't check that map yet, but yhere are two possible mistakes: the map designer put the animals in too deep water (which is hard to notice as the passability classes aren't displayed on top of the water) or animals that flee ignore passability classes (this certainly shouldn't happen).