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IDProjectCategoryView StatusLast Update
0001422FSSCPgameplaypublic2008-11-24 02:33
ReporterARSPR Assigned ToGoober5000  
PriorityhighSeveritymajorReproducibilityalways
Status resolvedResolutionfixed 
PlatformP4 2.8 HT - 1.5GB - 7800GSOSWindows XPOS VersionSP2
Fixed in Version3.6.10 
Summary0001422: Player's Rockeyes don't chase stealth fighters
DescriptionRockeyes follow stealh fighters. It doesn't matter if they are fired from the player ship or from non-player ships (both enemy and friendly). I've tested this behaviour with FS2_orig.exe and the attached mission.

But from Taylor's Xt0124, player's rockeyes don't chase stealth fighters. Non-player's rockeyes aren't affected by the bug. "Official" 3.6.9. works fine.

I upload a test mission. It has been built with FRED_orig.exe so it can be run with any kind of build.

I've found this other bug while making tests about this possible issue (http://www.hard-light.net/forums/index.php/topic,46817.msg969026.html#msg969026).
Steps To Reproduce+ Play the attached mission.
+ (Because of this handy issue: 0001371). Press F9 to easily spot the stealth enemies.
+ Fire Rockeyes at any of them.
Additional InformationThe test mission I upload has:
+ All ships are invulnerable.
+ Alpha Wing (F5) flies GTF Pegasus. All of them, but player's Alpha 1, fly in circles.
+ Enemy "Harpoon" wing (F6) chases Alpha 2. (Can you imagine its missile loadout?)
+ Enemy "Rockeye" wing (F7) chases Alpha 3.
+ Enemy "Tempest" wing (F8) chases Alpha 4.
+ Friendly Beta wing (F9) chases enemy "Stealth chased by Beta" GTF Pegasus (F9 too).
+ You have another "Stealth Enemy" GTF Pegasus (F9 too).
TagsNo tags attached.

Activities

2007-06-18 21:57

 

StealthTest.fs2 (14,727 bytes)

taylor

2007-06-18 23:00

administrator   ~0008183

I haven't tested for sure, but I think that this is a change that Goober made on Jan 11. Specifically, rev 2.180.2.11 for weapons.cpp (on the stable branch at least). Perhaps that needs to be an ai_profile flag or something.

I'll leave this for Goober though, since he knows that situation far better than I do.

ARSPR

2007-07-06 13:13

reporter   ~0008210

* BUMP *

(Anything new on this?)

Goober5000

2007-07-07 06:41

administrator   ~0008211

Ugh. This irks me.

Is there a significant reason why Rockeyes need to chase stealth fighters? If they don't chase sensor-ghosted ships, they shouldn't chase stealth ships either.

ARSPR

2007-07-07 13:14

reporter   ~0008212

Maybe the main reasons are:
+ This is the retail behaviour.
+ Non-player rockeyes still DO it.

Goober5000

2007-07-15 22:39

administrator   ~0008221

"Non-player rockeyes still DO it." <-- what do you mean by that?

As for the difference from retail... yes, I'm aware of that. I thought long and hard about this change, but I classify it as a bugfix. It's a flaw in the code that Volition, by all appearances, intended to fix... but didn't, for whatever reason.

It's the same situation as the asteroid bug. Turrets fire on asteroids in retail FS1 but not retail FS2. We fixed that. Missiles ignore sensor-ghosted ships in retail FS1 but don't ignore stealth ships in retail FS2. We fixed that as well. It should stay fixed, IMO.

FUBAR-BDHR

2007-07-16 09:03

developer   ~0008226

Last edited: 2007-07-16 09:08

Did you take into account the TvT and dogfight missions that allow stealth ships when making your decision? Actually any multi player missions for that matter? If not then you may want to reconsider. With any lag it would be pretty hard to kill a stealth without the use of secondaries.

I can think of a few missions that this would effect. Both Stealth vs AWACS TvT missions. Mara Run. I can't think of which one but there is at least one dogfight that allows stealths.

Also unless it's been fixed all AI can see stealths. I've haven't had much time to test any new releases.

ARSPR

2007-07-16 10:38

reporter   ~0008227

Last edited: 2007-07-17 18:23

+ "Non-player rockeyes still DO it":

Rockeyes launched from computer controled ships still chase and attack stealth fighters. This happens in retail AND in bugged builds too. Only your own rockeyes don't chase stealth fighters. So, why should Alpha 2's rockeyes be better than mine?

Examples:
+ In the test mission, you can see how "Rokeye" Wing rockeyes chase Alpha 3 (ie. they are not dumbfired, the missiles turn trying to follow Alpha 3 flying path).
+ In the test mission, you can see how Beta rockeyes try to hit "Stealth Enemy" GTF Pegasus.
+ In PI MOD, in the 13th mission, where you have to fire the spying missile at the foe meeting, if you are discovered, enemy fighters fire Rockeyes at you. And I can swear that they chase you, they are not just dumbfired.

chief1983

2008-10-09 02:27

administrator   ~0009872

It sounds like the _best_ way to fix this would be to revert to retail behavior, and have an override in the mission or in the ai_profiles.tbl (mission overrides ai_profiles, no entry defaults to retail behavior). But, I think the best fix currently would be making the ai behavior match the player behavior. I'm indifferent either way. I think it should at least have that done before release, so I'm gonna bump this up to high priority.

Goober5000

2008-11-24 02:33

administrator   ~0010258

Fixed in revision 4960.

Issue History

Date Modified Username Field Change
2007-06-18 21:57 ARSPR New Issue
2007-06-18 21:57 ARSPR File Added: StealthTest.fs2
2007-06-18 23:00 taylor Note Added: 0008183
2007-06-18 23:00 taylor Status new => assigned
2007-06-18 23:00 taylor Assigned To => Goober5000
2007-07-06 13:13 ARSPR Note Added: 0008210
2007-07-07 06:41 Goober5000 Note Added: 0008211
2007-07-07 13:14 ARSPR Note Added: 0008212
2007-07-15 22:39 Goober5000 Note Added: 0008221
2007-07-16 09:03 FUBAR-BDHR Note Added: 0008226
2007-07-16 09:08 FUBAR-BDHR Note Edited: 0008226
2007-07-16 10:38 ARSPR Note Added: 0008227
2007-07-17 18:23 ARSPR Note Edited: 0008227
2008-10-09 02:27 chief1983 Note Added: 0009872
2008-10-09 02:27 chief1983 Priority normal => high
2008-10-09 02:27 chief1983 Product Version 3.6.10 =>
2008-11-24 02:33 Goober5000 Note Added: 0010258
2008-11-24 02:33 Goober5000 Status assigned => resolved
2008-11-24 02:33 Goober5000 Resolution open => fixed
2008-11-24 02:33 Goober5000 Fixed in Version => 3.6.10