View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020042 | AI War 2 | Bug - Gameplay | Aug 29, 2018 7:53 pm | Aug 30, 2018 11:28 am | |
Reporter | RocketAssistedPuffin | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.762 Spreadshot | ||||
Fixed in Version | 0.764 Mercenary Surge | ||||
Summary | 0020042: Mercenaries don't seem to do anything when spawned | ||||
Description | I've created a few extra groups, and when testing them, neither they or the pre-existing ones will do anything. Set to Attack behaviour, they'll just sit in the asteroid belt. I was expecting them to go attack stuff, on other planets as well. | ||||
Tags | No tags attached. | ||||
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Odd note: I tested the new groups again, and...two of them are indeed attacking an AI planet neighbouring. The rest are still idling though. |
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Badger, can you look at this, as you have better familiarity with this part of the code than I do? Although... Puffin, actually, can you post any logs and error reports from your PlayerData folder? You might actually try clearing all those out, then test again, then upload the fresh logs from after that. I'm wondering if perhaps an exception is happening on a background thread and thus making these go braindead. |
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Actually Chris, it seems to be a location spawning problem. They're starting to occasionally go off and fight, and the ones who don't seem to be stuck behind the asteroid belt. Picture and logs shortly. |
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Here, logs and a picture. The rest of his group went off to fight, but he remained exactly where he is now. ArcenDebugLog.txt (3,246 bytes)
8/30/2018 2:06:26 AM Current directory used: C:/Steam/steamapps/common/AI War 2/ Process Count = 0 so PlayerDataDirectory used: C:/Steam/steamapps/common/AI War 2/PlayerData/ 8/30/2018 2:06:26 AM No resolution change was required. 8/30/2018 2:06:26 AM Applied graphics settings: AntialiasingMode:x2 UseSoftParticles:False BillboardsFaceCameraPosition:False AnisotropicMode:ForceEnable TextureQuality:Full 8/30/2018 2:06:26 AM Applied Framerate Type: 120 FPS (vsync: 0 targetFPS:120) 8/30/2018 2:06:37 AM ArcenAssetBundleCache.InstantiatedObjects: 622 8/30/2018 2:06:38 AM Game Version: 0.762 graphicsDeviceType in use: Direct3D11 graphicsDeviceVersion in use: Direct3D 11.0 [level 11.0] graphicsMultiThreaded: False graphicsShaderLevel: 50 operatingSystem: Windows 8.1 (6.3.0) 64bit graphicsDeviceName: NVIDIA GeForce GTX 750 Ti graphicsDeviceID: 4992 graphicsDeviceVendor: NVIDIA graphicsDeviceVendorID: 4318 graphicsDeviceVersion: Direct3D 11.0 [level 11.0] graphicsMemorySize: 1968 maxTextureSize: 16384 npotSupport: Full processorType: Intel(R) Core(TM) i5-4460 CPU @ 3.20GHz processorCount: 4 processorFrequency: 3193 systemMemorySize: 8144 supportsImageEffects: True supportedRenderTargetCount: 8 supportsComputeShaders: True supportsShadows: True usesReversedZBuffer: True 8/30/2018 2:06:38 AM 12.9 seconds total load time. SetDirectoriesToBeUsed (1.2s) Calculate FInt Sqrt Arrays (0.3s) LoadFinalSFXStuff (7.9s) PlanetDefinitionTable (0.3s) GameEntityTypeDataTable.InitVisualBits (1.2s) SurrogateTableTable (0.3s) 8/30/2018 2:06:38 AM Hello Steam user 'RocketAssistedPuffin' at System.Environment.get_StackTrace () [0x00000] in <f826c2584fc94ec19a48a6576640bdc5>:0 at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <4ad3f95e566948d79f3f508c8be56fe2>:0 at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <4ad3f95e566948d79f3f508c8be56fe2>:0 at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <4ad3f95e566948d79f3f508c8be56fe2>:0 at ArcenGameController.Update () [0x00000] in <842479ce6add45908b4aec5159717064>:0 8/30/2018 2:06:39 AM World Created, Launching Server 8/30/2018 2:06:39 AM Welcome to the test generator 8/30/2018 2:06:39 AM populate PlanetPoints list 8/30/2018 2:06:39 AM I have created my points, now lets make the planets 8/30/2018 2:06:39 AM Adding planet 0 at location 0,100 8/30/2018 2:06:39 AM Adding planet 1 at location 500,0 8/30/2018 2:06:39 AM Adding planet 2 at location 600,100 8/30/2018 2:06:39 AM Adding planet 3 at location -100,-100 8/30/2018 2:06:39 AM Adding planet 4 at location 0,-600 8/30/2018 2:06:39 AM My galaxy has 6 planets. Return now 8/30/2018 2:06:39 AM Successfully opened host socket 8/30/2018 2:08:14 AM Unknown wave warning type <> 8/30/2018 2:08:14 AM PlanWave: BUG: got invalid wave composition setting . Default to homogenous wave. 8/30/2018 2:10:12 AM PLAYER DISCONNECTED 0.0.0.0=>0 |
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Humm, okay. How are you choosing where to spawn him? |
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Chris, your code doesn't actually let the user choose where to start. Check out the HandleClick in UI code. You don't ever allow the player to pass in the Spawn Location. In my code, if the SpawnLocation isn't passed in then it picks a random spot at the edge of the gravity well |
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Yes, I haven't see anything about spawning location. |
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This should now be fixed: * Mercenaries that spawn in now do so at 90% of the grav well radius instead of all the way on the border (being all the way on the border causes them to sometimes get stuck on the border). In terms of the player not getting to specify a point for them to spawn... that was honestly kind of my intent, at least for the last while. My logic is as follows: 1) Overall I view this as a "please come help!" button rather than a construction button, and choosing where they go would be too construction-y. 2) I'm assuming that some mercenaries would have distinctive placement logic like building turrets around wormholes or the command station or whatever. Basically logic that is intelligent but driven by code and not the player. 3) If we let players start directly placing mercenary turrets and such, I feel like that can get overly powerful, and if it's with a batch of other stuff we still have just a vague placement area since the player doesn't place each merc unit. So it would be kind of a rabbit hole of players wanting more and more control, I predict. 4) I really like that this sort of panic button is very simple to use. Just push and pay. :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Aug 29, 2018 7:53 pm | RocketAssistedPuffin | New Issue | |
Aug 29, 2018 7:55 pm | RocketAssistedPuffin | Description Updated | |
Aug 29, 2018 8:09 pm | RocketAssistedPuffin | Note Added: 0048560 | |
Aug 29, 2018 8:51 pm | Chris_McElligottPark | Note Added: 0048568 | |
Aug 29, 2018 9:06 pm | RocketAssistedPuffin | Note Added: 0048572 | |
Aug 29, 2018 9:11 pm | RocketAssistedPuffin | File Added: StuckMerc.jpg | |
Aug 29, 2018 9:11 pm | RocketAssistedPuffin | File Added: ArcenDebugLog.txt | |
Aug 29, 2018 9:11 pm | RocketAssistedPuffin | Note Added: 0048573 | |
Aug 29, 2018 10:16 pm | Chris_McElligottPark | Note Added: 0048575 | |
Aug 29, 2018 10:30 pm | BadgerBadger | Note Added: 0048577 | |
Aug 29, 2018 10:32 pm | BadgerBadger | Note Edited: 0048577 | |
Aug 30, 2018 4:55 am | RocketAssistedPuffin | Note Added: 0048580 | |
Aug 30, 2018 11:28 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Aug 30, 2018 11:28 am | Chris_McElligottPark | Status | new => resolved |
Aug 30, 2018 11:28 am | Chris_McElligottPark | Resolution | open => fixed |
Aug 30, 2018 11:28 am | Chris_McElligottPark | Fixed in Version | => 0.764 Mercenary Surge |
Aug 30, 2018 11:28 am | Chris_McElligottPark | Note Added: 0048596 |