View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0023665 | AI War 2 | Bug - Gameplay | Sep 7, 2020 8:50 am | Nov 23, 2020 1:48 pm | |
Reporter | ArnaudB | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | Beta 2.133 Hotfixes | ||||
Fixed in Version | 2.638 Why Do We Fall, Master Wayne? | ||||
Summary | 0023665: Cluster Bombs fail to generate mini-them on death | ||||
Description | Something I have checked heavily using the new demolition starting fleet. Cluster bombs do no create mini-cluster bombs on death, none. Initially I thought they simply killed themselves against the same target, but they simply aren't created. Melee ships do seem to perform better overall though. | ||||
Tags | No tags attached. | ||||
|
Due to this, I think, in GameEntity_Squad: #region SpawnsOnDeath if ( this.TypeData.SpawnsOnDeath != null && this.SelfBuildingMetalRemaining <= FInt.Zero && Damage == DamageSource.SomeSortOfEnemy ) //must have finished construction Cluster Bombs do self damage. |
|
I always wrote it off as being intended that they're only supposed to spawn if they're killed early or something. I've seen them spawn, just not literally every time they die. It'd be cool if they always spawned though. |
|
So is it intended that they don't create cluster on death by themselves? >_< That makes terrible. With their cap halved compared to autobomb. Ouch. |
|
If I recall, it's merely a fix to another thing that has this as collateral. It might have been being able to scrap certain Turrets that weren't finished, thus spawning their drones. Cluster Bombs seem to have the same cap setup as Auto Bombs, unless I've missed something. |
|
Checked. The SelfBuildingMetalRemaining part is the fix to the Turret thing. The DamageSource.SomeSortOfEnemy came in later, with this: --- " * Put in some rather substantial changes to things to now have a DamageSource Damage instead of a bool IsSelfDamage/WasFromSelfDamage. ** This now lets us differentiate the following: *** SomeSortOfEnemy: used for any sort of external hostile weapon, attrition, or other bad thing someone else does to this unit. **** All the normal death effects should happen, and things like being able to be regenerated by regenerators to prevent death, etc. This was already working fine. *** SelfDamageFromMyOwnWeapons: used for any sort of self-inflicted damage, such as attrition to myself over time, or using my own health to regenerate someone else or power an explosion (minefields). **** Some death effects should happen, but very few. Basically if I die to remains, I should go ahead and still do that (aka minefields). But beyond that, regenerators can't save me, etc. ** BeingScrapped: used for something that needs to die for some reason, and it really just needs to go. Often this is literally a player scrapping something, either directly or by swapping lines between fleets, or the AI scrapping one set of units to move them into a new stack, etc. **** The absolute minimum case. We're supposed to DIE, so we don't even go to remains if we normally would. This last case was being used for minefields self-damaging themselves in the last few weeks for the game, and is why we had to make this a tri-state thing instead of a boolean self/other damage source. If you scrap a minefield it should not go to remains, but if it damages itself to death it should go to remains. ** Basically minefields were never going to remains recently unless enemies were decloaking them and shooting them in the final shots, or some edge case like that. ** Thanks to Valkyr, Strategic Sage, and Mischief Maker for reporting. " |
|
Fixed! Thanks Puffin for making this one easy. :) * Fixed an issue where cluster bombs would not spawn more bombs because they were not dying from enemy fire. Now the only reason that sub-bombs won't be created from things like this is from a unit intentionally being scrapped. |
|
Thank you very much for fixing this! |
|
Sure thing! Sorry it was so slow. I get rather overwhelmed with the volume of reports sometimes, and did not see that there was an easy fix in the comments of it already. |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 7, 2020 8:50 am | ArnaudB | New Issue | |
Sep 7, 2020 11:15 am | RocketAssistedPuffin | Note Added: 0058391 | |
Sep 7, 2020 12:29 pm | Isiel | Note Added: 0058393 | |
Oct 6, 2020 4:12 am | ArnaudB | Note Added: 0059013 | |
Oct 6, 2020 7:38 am | RocketAssistedPuffin | Note Added: 0059016 | |
Oct 6, 2020 7:49 am | RocketAssistedPuffin | Note Added: 0059017 | |
Nov 23, 2020 1:43 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 23, 2020 1:43 pm | Chris_McElligottPark | Status | new => resolved |
Nov 23, 2020 1:43 pm | Chris_McElligottPark | Resolution | open => fixed |
Nov 23, 2020 1:43 pm | Chris_McElligottPark | Fixed in Version | => 2.638 Why Do We Fall, Master Wayne? |
Nov 23, 2020 1:43 pm | Chris_McElligottPark | Note Added: 0059768 | |
Nov 23, 2020 1:44 pm | ArnaudB | Note Added: 0059769 | |
Nov 23, 2020 1:48 pm | Chris_McElligottPark | Note Added: 0059771 |