Opened 14 years ago
Closed 14 years ago
#568 closed defect (fixed)
Gate house has incorrect Pathfinding footprint
Reported by: | Iulian | Owned by: | |
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Priority: | Should Have | Milestone: | Alpha 2 |
Component: | Core engine | Keywords: | gate house path footprint building |
Cc: | Patch: |
Description (last modified by )
The gatehouse acts as a single square rather than two squares and a rectangle.
Edit: This has been pushed back to a later release, but see the comments below for issues that have been fixed.
Change History (11)
comment:1 by , 14 years ago
comment:2 by , 14 years ago
It's a known bug, but thanks for reporting it anyway. It could have been something we weren't aware of :)
comment:3 by , 14 years ago
Could you direct me to the files that handles pathfinding and buildings(i.e. wall)? i'd like to try and fix this.
comment:4 by , 14 years ago
Replying to Ilidur:
The gatehouse acts as a single square rather than two squares and a rectangle.
File needed to be edited can be found here at lines 25-31.
Personal Opinion: This object should be treated as 3 separate actors(2 towers and one gate) under one entity. This simplifies the pathfinding and open/close action of the gate.
comment:5 by , 14 years ago
In the long term we probably need a whole wall-building system, so players can draw the shape of the wall in some intuitive way and it'll automatically stick in all the wall segments and let them put gates into it. If it's easy to fix the current wall/gate buildings to be less broken then that'd still be nice, though.
comment:7 by , 14 years ago
Milestone: | → OS Alpha 2 |
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comment:8 by , 14 years ago
Resolution: | → fixed |
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Status: | new → closed |
r8379 changes some of these shapes to be better, so I think the hele and celt gatehouses are fine now.
comment:9 by , 14 years ago
Resolution: | fixed |
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Status: | closed → reopened |
In addition to these, the following need fixing:
- Celt wall obstruction is offset too much making it impossible to build a decent chain of walls
- The construction zones (the wood stakes and stones you see before a building is complete) of the gates is only a small square, and needs to be closer to the size of the walls.
Once those are done, go ahead and close it again. I'll find or, if one isn't created, make another ticket for gate animation, sounds, gate lock, and proper obstruction around the gate towers only.
comment:10 by , 14 years ago
I will re-export the Celt Wall... that is why it is offset funny--it was originally exported incorrectly. The foundation is easy to fix as well. I will let you know when this is completed. As far as the gates working correctly, they will need a couple of tickets to get them right, because they go hand-in-hand with some other wall features.
comment:11 by , 14 years ago
Description: | modified (diff) |
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Resolution: | → fixed |
Status: | reopened → closed |
Both the issues in my previous comment have been fixed. There is another ticket open for gate sounds, animation and obstruction adjustments. So closing this now.
EDIT: It doesn't cover the whole model