MegaGlest Forum
Archives (read only) => Glest Advanced Engine => Bug reports => Topic started by: John.d.h on 20 December 2010, 12:52:06
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(http://img29.imageshack.us/img29/3544/screen14q.th.jpg) (http://img29.imageshack.us/my.php?image=screen14q.jpg)
To reproduce:
- Send your teleporting unit to get attacked.
- Let the enemy fire a couple shots.
- Teleport away before dying
- Die anyway as their projectiles hunt you down
Rev 1043.
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Should be fixed now (rev. 1044).
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what about projectiles that "track"? will those follow dudes as well? (personally, i think not)
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This fix was recently reverted because it was dodgy and caused projectile launch failures.
Has now been ticketed, #293.
what about projectiles that "track"? will those follow dudes as well? (personally, i think not)
Good question! I guess if the teleporting unit got out of range, then no, but otherwise, yes?
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what about projectiles that "track"? will those follow dudes as well? (personally, i think not)
Good question! I guess if the teleporting unit got out of range, then no, but otherwise, yes?
i think that the "tracking" range should be twice the range of the attacker's attack range. its so that if the attacker fires at a target that is at the edge of its range, then the target cant just step out and not be hit.