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Description
Description
I found the culprit of why deployed offensive units into structures, controlled by AI dissappears after finishing the undeploy animation:
Started with this commit from the build-34: e359a87
the AI undeployment "from structure into vehicle" was ruined when an enemy forced the deployed vehicle/structure to undeploy (for example when the deployer's weapon has a minimum range and the enemy is inside the minimum range).
The deployer after finishing the undeploy animation is simply "banished" from existence.
Phobos Version
Any version since build-34 (to be exact since commit e359a87 )
Conditions to reproduce
Wait for the AI to deploy any affected unit and attack the deployed unit forcing the AI to undeploy into vehicle again.
INI code
Any offensive vehicle-To-Building that uses the Tiberian Sun logic and with "UndeploysInto" tag for the transformation from structure:
[ARTYDEP]
UIName=name:ARTYDEP
Name=Deployed Avd. Artillery
TechLevel=11
Strength=250
Points=28
BattlePoints=14
FireAngle=25
Cost=1400
Soylent=700
Bounty.Value=140
Power=0
Armor=deployed_light_armor
Sight=9
Explosion=TSTWLT070,TSS_BANG48,TSS_BRNL58,TSS_CLSN58,TSS_TUMU60
MaxDebris=4
DebrisAnims=TSDBRIS1LG,TSDBRIS2LG,TSDBRIS3LG,TSDBRIS4LG,TSDBRIS5LG,TSDBRIS6LG,TSDBRIS7LG,TSDBRIS8LG,TSDBRIS9LG,TSDBRS10LG,TSDBRIS1SM,TSDBRIS2SM,TSDBRIS3SM,TSDBRIS4SM,TSDBRIS5SM,TSDBRIS6SM,TSDBRIS7SM,TSDBRIS8SM,TSDBRIS9SM,TSDBRS10SM
Prerequisite=NODWEAP,TSNARADR
UndeploysInto=ART2
Owner=NodCountry,NodCountry2
BaseNormal=no
VoiceSelect=TSHVRSelect
VoiceMove=TSHVRMove
VoiceAttack=TSHVRAttack
VoiceSpecialAttack=TSHVRAttack
Primary=TS155mm
ElitePrimary=TS155mmE
Turret=yes
ROT=5
Artillary=yes
TurretAnim=ART2TUR
TurretAnimIsVoxel=true
TurretAnimX=-8
TurretAnimY=12 ;15
TurretAnimZAdjust=-20
ThreatPosed=75 ; This value MUST be 0 for all building addons
DamageParticleSystems=TSSparkSys,TSSmallGreySSys,TSBigGreySmokeSys
DamageSmokeOffset=500, 500, 400
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,SENSORS;,CLOAK
Trainable=yes
TogglePower=no
HasStupidGuardMode=false
Size=3
TooBigToFitUnderBridge=true
Bunkerable=no; Units default to yes, others default to no
IsSelectableCombatant=yes ; TR
AllowedToStartInMultiplayer=no
DeployFacing=0
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
ImmuneToRadiation=no
DamageSound=Dummy
ToProtect=yes
Cursor.NoDeploy=NoGenericTSDeploy
Chronoshift.IsVehicle=yes
MassSelectable=yes
GroupAs=ADVARTY2
SelfHealing.CombatDelay=450 ; Ares tag. How long after the last hit for starting heals
SelfHealing.Amount=1 ; Ares tag. How much HPs
SelfHealing.Rate=0.032 ; Ares tag. Minutes between applying repair steps
SelfHealing.RookieMax=50% ; Ares tag. % When will stop healing?
SelfHealing.VeteranMax=75% ; Ares tag. % When will stop healing?
SelfHealing.EliteMax=100% ; Ares tag. % When will stop healing?
ConsideredVehicle=true
; artillery cannon
[TS155mm]
Damage=176 ;w150
ROF=160 ;110
Range=18
MinimumRange=5
Projectile=TSBallistic
Speed=30
Warhead=ARTYHE3
Report=ts120mmx1
Anim=GUNFIRE
Lobber=yes
Steps to reproduce
- Code an offensive deployed vehicle (like Nod artillery from Tiberian Sun) with a minimum weapons range.
- Let AI to deploy that unit
- Move a unit inside the minimum attack range of the deployed vehicle and attack the unit to force the decision of undeploy.
- When the deploy animation ended the unit dissappears with no reason, magic.
Expected behaviour
What you expect for the building2vehicle undeploy logic from TS game (since Phobos build-33 worked without problems)
Actual behaviour
The affected AI's vehicle dissappears when the undeploy animation ends.
Additional context
No response
Checklist
- The issue happens on the latest official version of Phobos and wasn't fixed yet.
- I agree to elaborate the details if requested and provide thorough testing if the bugfix is implemented.
- I added a very descriptive title to this issue.
- I used the GitHub search and read the issue list to find a similar issue and didn't find it.
- I have attached as much information as possible (screenshots, gifs, videos, debug and exception logs, etc).