View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002192 | FSSCP | AI | public | 2010-04-22 21:46 | 2012-07-21 23:22 |
Reporter | Spoon | Assigned To | Goober5000 | ||
Priority | normal | Severity | trivial | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | 3.6.12 RC2 | ||||
Summary | 0002192: EMP on an A.I. that has been ordered to play dead, brings it back 'alive' again | ||||
Description | Tested with a primary weapon with $EMP Intensity: 175.0 $EMP Time: 1.5 these EMP settings | ||||
Tags | No tags attached. | ||||
duplicate of | 0000744 | closed | Goober5000 | Inferno - protect-ship and play-dead don't work |
|
Does this bug exist in retail as well? |
|
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? |
|
Oh, for the record, the bit of code to look at for this is (about) emp.cpp:355 |
|
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. |
|
Well one of the uses of EMP was to keep formations of bombers from attacking their target so that part does make sense. |
|
EMP shouldn't disrupt play-dead though. I'm committing a fix. |
|
Fix committed to trunk@8971. |
|
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. |
|
Fixed, again. |
|
Fix committed to fs2_open_3_6_14@8984. |
fs2open: trunk r8971 2012-07-01 23:47 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 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 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 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 |
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 |