Opened 3 years ago
Last modified 2 years ago
#5965 new defect
Projectiles don't graphically disappear as soon as they hit their target
Reported by: | wraitii | Owned by: | |
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Priority: | Should Have | Milestone: | Backlog |
Component: | Core engine | Keywords: | |
Cc: | Patch: |
Description
See video B here: https://code.wildfiregames.com/D3425#152624.
Our projectile interpolation code does not actually make projectiles disappear if those hit their target mid-turn.
The problem is that the "MissileHit" timer that checks collisions is called on the turn _after_ the missile was supposed to hit, so we can't know for sure if the projectile should have hit at the time Interpolate() reaches the target.
Fixing this probably requires computing whether the projectile will hit its target in C++ regardless of the MissileHit timer, which means it probably requires a substantial rewrite of the projectile code.
As a workaround, our units currently aim at the foot of their target, which plants the arrow in the ground and looks OK-ish. Completely breaks for flying targets though.
Change History (3)
comment:1 by , 3 years ago
comment:2 by , 3 years ago
Milestone: | Alpha 25 → Alpha 26 |
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I'm not entirely sure what a fix would look like.
The 500->200ms delta in MP helped a fair bit there, but this is still an issue.
comment:3 by , 2 years ago
Milestone: | Alpha 26 → Backlog |
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(Also breaks for targets higher than the attacker and the projectile shoots over a mountain.)
Is this kind of a revert to the old sim-system?