Opened 7 years ago

Last modified 5 years ago

#4457 new defect

When the bell is rung, units ejected from a destroyed building should garrison in another — at Initial Version

Reported by: wraitii Owned by:
Priority: Should Have Milestone: Backlog
Component: Simulation Keywords:
Cc: Patch:

Description

This is a little "bug" I found when fixing something for the unitMotion rewrite. If you ring the bell, then destroy a building units were garrisoned in, then those units stand there idle. They should instead try to find another place to go in. I believe the fault lies in GarrisonHolder, which calls "OrderWalkToRallypoint" when ejecting an entity instead of relying on the "leave" handler of UnitAI. If we used the leave handler of UnitAI, we could handle both cases more elegantly.

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