View Issue Details

IDProjectCategoryView StatusLast Update
0002192FSSCPAIpublic2012-07-21 23:22
ReporterSpoon Assigned ToGoober5000  
PrioritynormalSeveritytrivialReproducibilityalways
Status resolvedResolutionfixed 
Product Version3.6.12 RC2 
Summary0002192: EMP on an A.I. that has been ordered to play dead, brings it back 'alive' again
DescriptionTested with a primary weapon with
$EMP Intensity: 175.0
$EMP Time: 1.5
these EMP settings
TagsNo tags attached.

Relationships

duplicate of 0000744 closedGoober5000 Inferno - protect-ship and play-dead don't work 

Activities

Sushi_CW

2010-05-03 14:38

developer   ~0011931

Does this bug exist in retail as well?

Sushi_CW

2010-05-03 15:00

developer   ~0011932

To answer my own question: yes it does.

The good news is that it's easy to fix. What happens is that when EMP is applied to a ship, that ship will randomly pick new targets to simulate confusion. It's simple enough to stick a check in that skips this if the ship is playing dead.

Naturally, this is going to have to be toggled with an AI profiles flag, since it affects retail behavior.

It does make me wonder, however: does EMP permanently screw up any other AI goals? If so, we might as well fix those at the same time. Is anyone willing to test this?

Sushi_CW

2010-05-03 15:05

developer   ~0011933

Oh, for the record, the bit of code to look at for this is (about) emp.cpp:355

Spoon

2010-05-03 15:19

reporter   ~0011934

I just did a test, giving the A.I. attack orders on a cargo container with a priority of 200 and the no dynamic goals flag. I could attack it with normal weapons all I want and it would ignore me and focus on the container. But hitting it with an EMP missile made it really really angry. Same with the initial orders to ignore Alpha 1. Hitting it with EMP made the A.I. forget all about its original goal.

So yes, it seems EMP screws up all AI goals.

FUBAR-BDHR

2010-05-03 23:05

developer   ~0011935

Well one of the uses of EMP was to keep formations of bombers from attacking their target so that part does make sense.

Goober5000

2012-07-02 03:45

administrator   ~0013779

EMP shouldn't disrupt play-dead though. I'm committing a fix.

Goober5000

2012-07-02 03:47

administrator   ~0013780

Fix committed to trunk@8971.

Spoon

2012-07-02 13:11

reporter   ~0013793

Today I also learned that the A.I. forgets which ships are set as 'Protected' after getting EMP'd. And will thus attack them once the EMP wears off.

Goober5000

2012-07-03 05:02

administrator   ~0013807

Fixed, again.

Zacam

2012-07-04 19:46

administrator   ~0013819

Fix committed to fs2_open_3_6_14@8984.

Related Changesets

fs2open: trunk r8971

2012-07-01 23:47

Goober5000


Ported: N/A

Details Diff
fix TD2192...
[derp, wrong game]
fix Mantis 0002192, EMP brings play-dead fighters back to life
Affected Issues
0002192
mod - /trunk/fs2_open/code/weapon/emp.cpp Diff File

fs2open: trunk r8976

2012-07-03 01:02

Goober5000


Ported: N/A

Details Diff
attacking a protected target will remove its protected flag, so don't allow this if hit by EMP
(Mantis 0002192)
Affected Issues
0002192
mod - /trunk/fs2_open/code/weapon/emp.cpp Diff File

fs2open: fs2_open_3_6_14 r8984

2012-07-04 15:47

Zacam


Ported: N/A

Details Diff
Backport: Trunk r8971; fix TD2192...
[derp, wrong game]
fix Mantis 0002192, EMP brings play-dead fighters back to life
Affected Issues
0002192
mod - /branches/fs2_open_3_6_14/code/weapon/emp.cpp Diff File

fs2open: fs2_open_3_6_14 r8988

2012-07-04 15:50

Zacam


Ported: N/A

Details Diff
Backport: Trunk r8976; attacking a protected target will remove its protected flag, so don't allow this if hit by EMP
(Mantis 0002192)
Affected Issues
0002192
mod - /branches/fs2_open_3_6_14/code/weapon/emp.cpp Diff File

Issue History

Date Modified Username Field Change
2010-04-22 21:46 Spoon New Issue
2010-04-22 21:46 Spoon Status new => assigned
2010-04-22 21:46 Spoon Assigned To => Sushi_CW
2010-05-03 14:38 Sushi_CW Note Added: 0011931
2010-05-03 15:00 Sushi_CW Note Added: 0011932
2010-05-03 15:05 Sushi_CW Note Added: 0011933
2010-05-03 15:19 Spoon Note Added: 0011934
2010-05-03 23:05 FUBAR-BDHR Note Added: 0011935
2012-07-02 03:45 Goober5000 Note Added: 0013779
2012-07-02 03:45 Goober5000 Assigned To Sushi_CW => Goober5000
2012-07-02 03:47 Goober5000 Changeset attached => fs2open trunk r8971
2012-07-02 03:47 Goober5000 Note Added: 0013780
2012-07-02 03:47 Goober5000 Status assigned => resolved
2012-07-02 03:47 Goober5000 Resolution open => fixed
2012-07-02 13:11 Spoon Note Added: 0013793
2012-07-02 13:11 Spoon Status resolved => feedback
2012-07-02 13:11 Spoon Resolution fixed => reopened
2012-07-03 05:01 Goober5000 Changeset attached => fs2open trunk r8976
2012-07-03 05:02 Goober5000 Note Added: 0013807
2012-07-03 05:02 Goober5000 Status feedback => resolved
2012-07-03 05:02 Goober5000 Resolution reopened => fixed
2012-07-04 19:46 Zacam Changeset attached => fs2open fs2_open_3_6_14 r8984
2012-07-04 19:46 Zacam Note Added: 0013819
2012-07-04 19:49 Zacam Changeset attached => fs2open fs2_open_3_6_14 r8988
2012-07-21 23:22 Goober5000 Relationship added duplicate of 0000744