Opened 13 years ago
Closed 13 years ago
#831 closed defect (fixed)
Ranged units do not always face their targets when attacking.
Reported by: | michael | Owned by: | |
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Priority: | Must Have | Milestone: | Alpha 6 |
Component: | UI & Simulation | Keywords: | |
Cc: | Patch: |
Description
Ranged units do not always face their targets when attacking. This leads to strange-looking behavior during battles.
To confirm this, watch an enemy unit walk into range of your ranged units and watch your ranged units' behavior as they throw their projectiles. As the enemy unit moves position, your ranged units will not reorient themselves to face the enemy. Their projectiles will fly toward the enemy even though your units may be facing the opposite direction. Manually tasking your units to re-target the enemy units seems to correct this for a small time.
Attachments (1)
Change History (6)
comment:1 by , 13 years ago
Priority: | Release Blocker → Must Have |
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by , 13 years ago
Attachment: | checkTargetAngle.diff added |
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comment:2 by , 13 years ago
comment:3 by , 13 years ago
Currently rotation is essentially just a graphical effect, so I think it might be more appropriate to always rotate instantly (regardless of angle) and not have a CheckTargetAngle
that can return false (which I assume would delay the attack while the unit pathfinds again), so that rotation still won't affect the gameplay (and so you can never e.g. trick an enemy into never firing by running around them too fast). Maybe should expose CCmpUnitMotion::FaceTowardsPoint
to scripts and have them call that when appropriate, or something.
comment:4 by , 13 years ago
I didn't see your answer,
Indeed, I wanted to avoid seeing units turning instantly like in AoE 2 (especially catapults/siege units).
comment:5 by , 13 years ago
Resolution: | → fixed |
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Status: | new → closed |
I don't commit this patch now, since the release is coming, and I don't want to add a bug.
Maybe the ships should be handled differently (We don't mind if a ship don't face its opponent).