Source Code Project Mantis - FSSCP
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0001521FSSCPgameplaypublic2007-11-14 15:582008-02-22 02:43
ReporterARSPR 
Assigned Totaylor 
PrioritynormalSeverityminorReproducibilityalways
StatusresolvedResolutionfixed 
PlatformDELL Dimension 9200OSWindows VistaOS VersionUltimate 32-bit
Product Version 
Target VersionFixed in Version3.6.10 
Summary0001521: ai-xxxxxxx SEXPs are not applied while flying non-cinematic autopilot runs
DescriptionThe best way to describe this issue is with an example:

+ Grab the attached mission.
+ Alt-N > Alt-A. Your wingman Alpha 2 travels with you.
+ The mission has a distance check to the Nav associated waypoint so when you are nearer than a certain distance, (1500), it shows the training message and gives Alpha 2 an "ai-guard Alpha 1" order.
+ You can check how Alpha 2 doesn't have any assigned order when the autopilot run ends.

With "official" 3.6.9. build, (old autopilot code), Alpha 2 received the order OK. So this seems an issue which has been introduced with the new autopilot code.
Additional Information+ Using cinematic autopilot, the mission runs fine.

+ As a side note, this mission works fine if you set the distance trigger at 998. 999, or greater, causes the bug. So it seems that the autopilot run leaves you at about 998.5 from the selected waypoint. ;)

+ At least, I've confirmed this issue with ai-guard and ai-stay-near-ship commands.

(It's a minor issue because you can avoid it with proper mission design or just using a cinematic autopilot. But nevertheless it's a bug because older builds didn't suffer it).
TagsNo tags attached.
Attached Files? AiSEXPwhileAutopilot.fs2 (3,414) 2007-11-14 15:58
http://scp.indiegames.us/mantis/file_download.php?file_id=948&type=bug

Notes
(0008639)
taylor   
2007-11-14 21:53   
Looks like the goal reset when autopilot is done was just way too overzealous. I commented out one block, that only runs when not using the cinematic, and it seems to work now. The commented out block goes a bit overboard, since the the block immediately above it should do the job just fine.

I'll test a bit more, and make sure that nothing strange got broken with this. It will be in the next build I send you too, so you can double-check that it's working for you now or not.
(0008643)
ARSPR   
2007-11-15 14:57   
I suppose "the next build I send you" isn't 1114 because with this one the bug is still here.
(0008646)
taylor   
2007-11-15 16:29   
Bah! You screwed me up by providing a test mission that actually works! ;)

For some reason I just didn't register the fact that the test mission uses the cinematic, which doesn't exhibit the problem. I changed it to a non-cinematic version and will have to go through and fix the problem again (for the first time).
(0008647)
taylor   
2007-11-15 16:56   
Ok, NOW it's fixed. :)
(0008648)
ARSPR   
2007-11-15 17:30   
Ooops, sorry ;)

As I was testing with and without cinematics, in the end I messed up the mission...
(0008651)
ARSPR   
2007-11-16 06:46   
It's fixed.in Xt1115

I've even tested with play dead or warp out and they are applied when the autopilot run ends which is fine, (you don't lose ships while travelling).
(0008894)
taylor   
2008-02-22 02:43   
Fixered.

Issue History
2007-11-14 15:58ARSPRNew Issue
2007-11-14 15:58ARSPRFile Added: AiSEXPwhileAutopilot.fs2
2007-11-14 21:53taylorNote Added: 0008639
2007-11-14 21:53taylorStatusnew => assigned
2007-11-14 21:53taylorAssigned To => taylor
2007-11-15 14:57ARSPRNote Added: 0008643
2007-11-15 16:29taylorNote Added: 0008646
2007-11-15 16:56taylorNote Added: 0008647
2007-11-15 17:30ARSPRNote Added: 0008648
2007-11-16 06:46ARSPRNote Added: 0008651
2008-02-22 02:43taylorStatusassigned => resolved
2008-02-22 02:43taylorFixed in Version => 3.6.10
2008-02-22 02:43taylorResolutionopen => fixed
2008-02-22 02:43taylorNote Added: 0008894