View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0001469 | FSSCP | WCSaga | public | 2007-08-22 11:54 | 2012-11-19 07:28 |
| Reporter | Tolwyn | Assigned To | Kazan | ||
| Priority | normal | Severity | trivial | Reproducibility | always |
| Status | closed | Resolution | no change required | ||
| Product Version | 3.6.10 | ||||
| Summary | 0001469: Autopilot "Hazard Near" problem | ||||
| Description | In the last builds our autopilot template sometimes does not work properly (which happens only if an obstacle, such an asteroid field is in the mission. This is related to the autopilot code - some ships simply hover in space instead of followg their course to the next nav) After some testing I think I found our what'S behind this: it is the new "feature" - autopilot blocks if you are too near an asteroid/debris field. The thing is: our autopilot template teleports the player to a position right in the middle between two nav points before engaging autopilot (and so does Kaz hardcoded autopilot). Still, it seems that only the point where autopilot has been activated counts: sometimes all ships except the player stay still, sometimes some of them follow their route others do not, sometimes everything works. Can this be made optional or disabled completely? | ||||
| Tags | No tags attached. | ||||
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does this occur in latest builds? because the autopilot system checks down the entire projected path at 250m intervals for obstructions to autopilot. If it is happening then i probably made a small boo boo in the projected check function. |
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well, I've been testing with the latest build posted by Goober in the recent builds forum. |
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At the moment of autopilot activation the player may not be transported to the animation sequence position yet... I don't think this is working wrong.. but for our sequence to work I think we will need a possibility to shut down hard coded autopilot completely by mission specs flag. That would be really apreciated |
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I'm guessing this is no longer current. |
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Closing as no longer relevant because: 1) The behavior isn't really "wrong" per Keldor's comments 2) Mission design can control whether this bug appears 3) There is now an additional "cutscene" mode of autopilot which serves as the workaround Keldor suggested 4) WCS forked their codebase anyway |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2007-08-22 11:54 | Tolwyn | New Issue | |
| 2007-08-28 07:16 | Goober5000 | Status | new => assigned |
| 2007-08-28 07:16 | Goober5000 | Assigned To | => Kazan |
| 2007-08-28 07:28 | Kazan | Note Added: 0008420 | |
| 2007-08-28 19:42 | Tolwyn | Note Added: 0008422 | |
| 2007-08-29 06:44 | KeldorKatarn | Note Added: 0008423 | |
| 2007-08-29 06:45 | KeldorKatarn | Note Edited: 0008423 | |
| 2010-10-22 13:07 | The_E | Note Added: 0012425 | |
| 2012-11-19 07:28 | Goober5000 | Note Added: 0014065 | |
| 2012-11-19 07:28 | Goober5000 | Status | assigned => closed |
| 2012-11-19 07:28 | Goober5000 | Resolution | open => no change required |