Type=DropPod tends to cause unusable map cells
mbnq opened this issue · 5 comments
Description
I'm reporting this bug being unsure if it is a bug or something being wrongly configured. However I've already got rid of it beacuse it was causing problems and I've switched to Type=UnitDelivery which works just fine.
Problems with cells occurs in both single and mp, but mostly in mp (tested in real world scenarios).
Here is some more info from discussion:
it's like there are invisible pods that stays in the cells and makes them unusable even when there should be no pods at all
it's more like ares issue
it's funny how it took us few months to figure out where bugged cells comes from
in TS there was like droppod animation mark
that was being left on the ground and dissapearing over short time
iirc
looks like it's never being removed here
vehicles that are crushers can pass those broken cells, other can't even if it has been "crushed" multiple times. Also infantry has problems passing them and you can't build on them. Forcing fire does nothing.
However I'm not sure about thing about crushers. I mean there are differences in which vehicles can pass those broken cells but that's just a guess.
Conditions to reproduce
1.) yr + latest ares + phobos 38+
INI code
; commented out things that don't belong to vanilla
[General]
; droppod
DropPodWeapon= ; weapon mounted on drop pod
DropPodHeight=50 ; height above ground that drop pods appear at
DropPodSpeed=75 ; speed of drop pod's descent
DropPodAngle=0.79 ; angle of descent for drop pod [radians; .40=flat,1.18=steep]
DropPodTrailer= ; doesn't really work?
DropPod=WARPAWAY ; mark to leave after drop pod lands
DropPodTypes=E2
DropPodMinimum=2
DropPodMaximum=5
DropPod.Veterancy=1
;Chrono Drop aka Chronodrop
[DropPodsSpecial]
UIName=NOSTR:Chrono Drop
Name=Chrono Drop
IsPowered=false
RechargeTime=6
PreClick=yes
Range=1.4
LineMultiplier=3
EVA.Detected= ;EVA_DropPodDetected
EVA.Ready=;EVA_mbchronoready
EVA.Activated= ;EVA_mbchronoarrived
Cursor=ParaDrop
DropPod.Veterancy=1
RechargeVoice=;mbchronoready
ChargingVoice=
ImpatientVoice=
SuspendVoice=
Type=DropPod
SidebarImage=;droppodicon ;PARAICON
ShowTimer=no
DisableableFromShell=yes
FlashSidebarTabFrames=0
Money.Amount=-300
SW.AllowAI=no
SW.AllowPlayer=yes
;SW.RangeMaximum=10
SW.RequiredHouses=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
SW.ForbiddenHouses=YuriCountry
SW.AffectsTarget=buildings
SW.RequiresTarget=buildings
SW.RequiresHouse=team
SW.Deferment=16
SW.AITargeting=Base ;ForceShield
SW.AITargeting.Constraints=Enemy,Attacked
Steps to reproduce
1.) Download and Install this version of BF (or any other before 0.8.4343)
2.) Play solo on any map an use Chronodrop (aka DropPod) on crowded places where pod spawn locations has to be repicked.
3.) Test if you can build/move on cells around
Expected behaviour
Cells should work as intended.
Actual behaviour
Some cells gets bugged on circumstances that are not 100% clear but just like described above.
Additional context
1.) No additional bugs or errors occurs
2.) I have to check point 1 on the checklist while I believe it's Ares related, but blame Kerbiter, not me :P
Checklist
- The issue is not introduced by Phobos or any other engine extension, such as Ares, Kratos etc.
- The issue wasn't fixed in the most recent version of Ares/Phobos yet.
- I agree to elaborate the details if requested and provide thorough testing if the bugfix is implemented.
- I added a very descriptive title to this issue.
- I used the GitHub search and read the issue list to find a similar issue and didn't find it.
- I have attached as much information as possible (screenshots, gifs, videos, debug and exception logs, etc).
Does it happen without Phobos?
But more importantly: are chrono units/infantry involved here? Are they being dropped?
Does it happen without Phobos? But more importantly: are chrono units/infantry involved here? Are they being dropped?
Haven't tested without Phobos.
No chrono/teleporter/chrono loco involved.
- updated link to compiled version of the mod ready to install instead of repo files
- video reproduction:
On the video you are using the droppod directly on buildings. Does it still happen if you don't use it on buildings, but on empty areas?
Also, kill the units delivered through the droppod and see if it crashes the game, and if not, see if the cells are still occupied after you killed them.
On the video you are using the droppod directly on buildings. Does it still happen if you don't use it on buildings, but on empty areas? Also, kill the units delivered through the droppod and see if it crashes the game, and if not, see if the cells are still occupied after you killed them.
It was used as targeting limitation so that sw coul've been used only on friendly structures. I have not tested it in other ways as I've switched to UnitDelivery, which works, with exactly same targeting, with no problems at all.