Author Topic: [not a bug] Attack boost bug - SVN 3545  (Read 1668 times)

Coldfusionstorm

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[not a bug] Attack boost bug - SVN 3545
« on: 12 July 2012, 12:06:37 »
Allright

Basically under some circumstances the attack boost's can mess up,and mess around in it's internal parameters.

This is the files showing the bug in action.
http://www.mediafire.com/?6sqt024a80g247l

First there is two "generals" Named General and General 2.

These have 3 attackboot's in total all centred about the stop skill.

general have two attack boost's.

A drain enemy life one and a boost friendly units.

General 2 have a simple attack boost and to be honest i think identical to General's positive attack boost.

I was trying to replicate a bug i had in my own game(G.i.S), So that's why there is two different generals but the bug appared before i adjusted the second unit.

allright, To the image explanation

General_drain_ability.jpg
friendly_boost.jpg

These images show the stat's of the general. As you can see the radius is massive (in my own game hower the range was only 6.).

As you can see the general have a ability that removes enemy health. And this is the one that he is currently using.

And the second ability grans damage and _sight_. Note the sight, that is important.

Now first we look at the image called close_catapult_normal.jpg this picture dipicts a catapult far inside the range and thus losing life to the generals drain life ability.

Now we take a look at the image called:
catapult_far_away_wait_what_minus_range.jpg

Now what is this?. This is a catapult that is farther away but still inside the range, but it does not recive damage?, and whatmore it have a _minus_ range modifier of 90.

And if we look farther away we also see a spearman that also isnt affected by the damage attackboost

in this image:
spearman_not_affected.jpg

And a better picture
better_look_at_spearman_not_affected.jpg

Windows 7 64 Bit. - Service pack 1.

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Nvidia geforce 8800
And different perhiphals.

« Last Edit: 13 July 2012, 01:43:22 by softcoder »
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softcoder

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Re: Attack boost bug - SVN 3545
« Reply #1 on: 13 July 2012, 01:43:09 »
This is not a bug, you should avoid having multiple stop skills because stop skill is what is auto set after every command is completed, having multiple may cause undefined problems.

Coldfusionstorm

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Re: [not a bug] Attack boost bug - SVN 3545
« Reply #2 on: 13 July 2012, 14:12:12 »
Perhaps a line defining wich skill is the default?, this could also be usefull for different move skills, and attack skills.

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Omega

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Re: Attack boost bug - SVN 3545
« Reply #3 on: 14 July 2012, 01:38:27 »
This is not a bug, you should avoid having multiple stop skills because stop skill is what is auto set after every command is completed, having multiple may cause undefined problems.
Really? I was under the presumption that the first instance of the skill would be used? If this is the cause of the issue, perhaps, as CFS suggested, we should have a way to specify which one is the default for when there is no other commands in their queue (I propose simply using the first stop skill in the XML, rather than adding an unnecessary extra element). I used multiple stop skills in a number of units in Apocalyptic Dawn, where there was a regular stop skill and a hold position stop skill (which used a different model so units would appear to be fortified). It worked perfectly, and I assumed it was because the "regular" stop skill came first in the XML (although I suppose it could potentially be because the stop command used that skill as well; never tested further). Yeah, it was a different engine, and no attack boost, although it does highlight the need for a "default stop skill".
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Re: [not a bug] Attack boost bug - SVN 3545
« Reply #4 on: 14 July 2012, 19:21:18 »
Please also keep in mind that these are the MegaGlest forums, thank you. Suggestions for improvements on MegaGlest, especially in the form of patches, are welcome here.
« Last Edit: 14 July 2012, 19:32:02 by tomreyn »
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Omega

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Re: [not a bug] Attack boost bug - SVN 3545
« Reply #5 on: 14 July 2012, 19:49:34 »
Please also keep in mind that these are the MegaGlest forums, thank you. Suggestions for improvements on MegaGlest, especially in the form of patches, are welcome here.
Really? I was under the presumption that the first instance of the skill would be used? If this is the cause of the issue, perhaps, as CFS suggested, we should have a way to specify which one is the default for when there is no other commands in their queue (I propose simply using the first stop skill in the XML, rather than adding an unnecessary extra element).
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Coldfusionstorm

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Re: [not a bug] Attack boost bug - SVN 3545
« Reply #6 on: 16 July 2012, 10:02:46 »
I think omegas suggestion makes good sense, currently commands are also sorted after wich order they are in the xml.
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Ishmaru

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Re: [not a bug] Attack boost bug - SVN 3545
« Reply #7 on: 16 July 2012, 16:23:15 »
What about using hold position for boosts?

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