Opened 3 years ago

Closed 3 years ago

#6352 closed defect (fixed)

On Death Canyon (2), Petra bot stucks firing at the bridge with no visible effect

Reported by: lvd Owned by: Langbart
Priority: Should Have Milestone: Alpha 26
Component: Simulation Keywords: simple
Cc: Patch: Phab:D4297

Description (last modified by lvd)

Versions: public beta 25, svn rev. 25952

Single player, map "Death Canyon (2)"

Petra: very easy, defensive, kushites

User: mauryans.

After some time into playing, suddenly lots of petra's troops stuck forever into firing at the bridge with no visible effect.

Attachments (2)

2021-10-08_0001.zip (55.9 KB ) - added by lvd 3 years ago.
replay
stuck_ai.gif (741.0 KB ) - added by Langbart 3 years ago.

Download all attachments as: .zip

Change History (9)

by lvd, 3 years ago

Attachment: 2021-10-08_0001.zip added

replay

comment:1 by lvd, 3 years ago

Description: modified (diff)

in reply to:  description comment:2 by Langbart, 3 years ago

Replying to lvd:

After some time into playing, suddenly lots of petra's troops stuck forever into firing at the bridge with no visible effect.

Thanks for the report. The issue appears around the 33mins mark.

Edit1: With the Developer Overlay tools, I can`t see any obvious reason why they behave this way.

Last edited 3 years ago by Langbart (previous) (diff)

by Langbart, 3 years ago

Attachment: stuck_ai.gif added

comment:4 by Freagarach, 3 years ago

Component: Core engineSimulation
Keywords: simple added; petra stuck removed

In this case it is the structures/bridge_hele which has health (and it gets reduced) and resistance. Both of which it should not have.

comment:5 by Langbart, 3 years ago

The template file is called: bridge_hele.xml
The actor file is called: bridge_edge_hele.xml

'Stan' suggested:

I think there is a template for that stone bridge while we should just use the actor.

After changing the .xml file of the map, the problem no longer occurs.
public/maps/skirmishes/death_canyon_2p.xml

Current:

		<Entity uid="3452">
			<Template>structures/bridge_hele</Template>
			<Player>0</Player>
			<Position x="580.9596" z="517.5047"/>
			<Orientation y="2.35621"/>
		</Entity>
		<Entity uid="3453">
			<Template>structures/bridge_hele</Template>
			<Player>0</Player>
			<Position x="568.75495" z="529.73041"/>
			<Orientation y="-0.77804"/>
		</Entity>

Changed:

		<Entity uid="3452">
			<Template>actor|props/special/eyecandy/bridge_edge_hele.xml</Template>
			<Position x="580.9596" z="517.5047"/>
			<Orientation y="2.35621"/>
		</Entity>
		<Entity uid="3453">
			<Template>actor|props/special/eyecandy/bridge_edge_hele.xml</Template>
			<Position x="568.75495" z="529.73041"/>
			<Orientation y="-0.77804"/>
		</Entity>
Last edited 3 years ago by Langbart (previous) (diff)

comment:6 by Langbart, 3 years ago

Owner: set to Langbart
Patch: Phab:D4297

comment:7 by Freagarach, 3 years ago

Resolution: fixed
Status: newclosed

In 25972:

Fix AI attacking some bridges.

Our bridges are nothing more than actors, so using one is correct.
We also delete the template files to prevent others from making the same mistake (if someone encountered and fixed the bug in a mod they have modified templates anyway).

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4297
Reviewed by: @bb
Comments by: @Angen
Fixes #6352

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