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Aim testing issues #1801
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If there's a bug with ce4c51d let's create a separate issue, copy all necessary information / replay in this issue and tag the author of commit to see if they possibly can have a look. References to Discord are not good. All relevant information is supposed to be in the ticket. For me for example Discord doesn't even open from the browser. |
At the moment I'm not sure it's specifically that commit is really the problem, we just have a report that it might be that. Since I seen several aim related issues/reports and didn't find anything here, I created this task to try gather more information. Could be nothing is even working but just documentation lacking, although by @sprunk comments seems like it's a known issue and in part could be game responsibility since engine can't really give a perfect solution, but it can maybe provide some extra methods to help. Regarding the discord report, yeah... I know :P. I now copied his testimony above, but can't seem to copy all the information so the discord link could be useful at least for me helps in going back to the specific place in chat. My hopes with this issue is to find out if there's just one or maybe more issues and then have a clear idea of what can be done to fix it. |
Seems like atm there's some problems with testing for whether an unit is targetable.
Opening this issue to try to gather information about this and maybe look for potential solutions.
One of the main issues seems to be it's not possible to query for being able to target a unit taking cannon potential position into account. So it checks from current position, when moving the cannon the test can change.
Also, maybe current methods to query might not be documented well enough.
References:
Seth's report from discord (there's also a video there but I can't seem to copy it):
the Persecutor has the sleeve (point from which the weapon fires) as its QueryWeaponX piece which moves with barrel elevation changes. I tried AimFromWeaponX changes only so the point from which the projectile emits wouldn't be affected, but this has no effect on GetUnitWeaponHaveFreeLineOfFire.
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