MegaGlest Forum

Archives (read only) => Glest Advanced Engine => Bug reports => Topic started by: John.d.h on 20 December 2010, 12:52:06

Title: Teleport bug: Projectiles will chase
Post by: John.d.h on 20 December 2010, 12:52:06
(http://img29.imageshack.us/img29/3544/screen14q.th.jpg) (http://img29.imageshack.us/my.php?image=screen14q.jpg)

To reproduce:

Rev 1043.
Title: Re: Teleport bug: Projectiles will chase
Post by: silnarm on 21 December 2010, 07:47:43
Should be fixed now (rev. 1044).
Title: Re: Teleport bug: Projectiles will chase
Post by: Zoythrus on 2 January 2011, 17:24:22
what about projectiles that "track"? will those follow dudes as well? (personally, i think not)
Title: Re: Teleport bug: Projectiles will chase
Post by: silnarm on 19 January 2011, 10:35:31
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?
Title: Re: Teleport bug: Projectiles will chase
Post by: Zoythrus on 19 January 2011, 20:23:37
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.