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Slashers very BUGGY

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8 years ago
quote:

Why do chase priorities need to take out of range enemies into account? The gadget would simply remove an attack command on a unit that leaves Slasher's range. This would make the fight command reassign its target.

i think thats will work.
+0 / -1

8 years ago
quote:
Attack commands always set what the unit chases as well as what its weapons fire at. Turreted weapons seem to never obey priorities while they have a fight command. Attack give by Fight seems to prioritize firing at the closet unit. Try it for yourself.


If that were true then it seems like racket okp shouldn't work, among other things.

quote:
Why do chase priorities need to take out of range enemies into account? The gadget would simply remove an attack command on a unit that leaves Slasher's range. This would make the fight command reassign its target.


Hold position does that without a special gadget, at least for slashers. Also chase priorities need to account for units outside range because units can chase units that aren't in range, which they already do by default when set to free move.
+0 / -0


8 years ago
quote:
If that were true then it seems like racket okp shouldn't work, among other things.
I actually tested it. There are a few interacting systems with target priority and tactical AI. I've noticed that players can't tell the difference between engine behaviour, tactical AI, OKP and target priorities because it doesn't make sense for them to think about individual systems. The best way for you to know something is to test it while watching closely. Using your player knowledge of unit behaviour won't work because it works together too coherently.

For example: tactical AI causes most units to have move commands most of the time, this allows target priorities to work. Racketeer OKP removes attack commands on blocked targets.
+0 / -0
8 years ago
new status?
the problem dont solve.
+0 / -1


8 years ago
Nobody worked on it.
+0 / -0
8 years ago
quote:
Nobody worked on it.

this is shit :-(
+0 / -1
Firepluk
8 years ago
lobsters! resign!
+0 / -0
8 years ago
R.I.P slasher.
I'm sure it's just the AI for every unit that makes it do that as it is different type of skirm.
Turn off unit AI. Should stop them moving dumb. Turn on "nomove"
Pyro kiting glaive wtf.
+0 / -0
8 years ago
quote:
Turn off unit AI.

the unit AI is off and the do shit.
With Unit "AI" on, the slashers are unplayable for me.
+0 / -0
8 years ago
Bugged.
+0 / -0


8 years ago
Note that this thread is quite good, regardless of how it has gone at the very end. Page 1 contains a bug report with a video so the issue here is known. No further speculation and confusion about which bits of the engine/lua handle different bits of unit behaviour is required.
+0 / -0
8 years ago
Does look like AI though.
The thing is, it can't kite, and the scalpel missile is guided, so it won't dodge. For chasing the commander, it just attempted to get into range, but the minimum distance and chase (been noted) is inside the comm's weapon range.

What I cannot understand is why the slasher walked into laser fire and didn't stop, while the other one did... It's a bit hard to discern,but BOTH of the slashers (including the one that died) were under your command.
Why don't we change the minimum range for the AI? It will stop once in range and just attack with missile, instead of running up to the enemy unit.

+0 / -0

8 years ago
quote:
Why don't we change the minimum range for the AI? It will stop once in range and just attack with missile, instead of running up to the enemy unit.


Why don't you read the rest of this thread? It's probably because slasher has to stop to fire, and because the engine doesn't give proper callins for controlling that behavior.
+0 / -0
No callins?
No,"In-range, stop and fire"?
quote:
read the rest of the thread

I did. Which is why we need a minimum range.
+0 / -0
7 years ago
GoogleFrog,

here is a worked Version wo Slashers worked well:
Game version: Zero-K v1.4.3.4
Engine version: 100.0
+8 / -1
Firepluk
7 years ago
it all works well until some loblob develob happens :D
+0 / -0

7 years ago
ZK/spring didn't exist until a lot of develobbing happened.
Do you want to return to those days?
+0 / -0
7 years ago
I think we all know how Firepluk meant that.
We do not have to start with a blank notepad with the first code line.
+0 / -1
Well, if I understand the problem correctly, I think I can confirm the above.

Finding the exact version where it changed could be painful (I don't know which game versions are compatible with which game versions) but ought to be possible.
+0 / -0

7 years ago
Bisecting ftw.
+3 / -0
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