Please redefine bullets passing through walls

Started by giannikampa, December 20, 2015, 01:20:13 PM

Previous topic - Next topic

giannikampa

In A12 either enemies and friendlies can hit a target in perfect covering behind a wall (sometimes), in previous alphas they didn't.

"I'll run over that corner, ~MAYBE~ I won't get hit.
Yeah I'm safe.
O s**t the missle followed me again"

"Hey Dekker watch your fire with that minigun! you just hit me..can you ear me? I'm in the room next to your!"

Does this have a sense?
And as always.. sorry for my bad english

NoImageAvailable

There are actually a number of issues that popped up in A12. For example, in previous versions if a Centipede was winding up for an attack, ducking behind a wall would make it either shoot at the now concealed pawn or abort the attack and select a new target with a reset windup. In A12 the Centipede will simply continue its windup and if the target is blocked pull a 360 no-scope on some other target. I have also seen shenanigans involving inferno cannons rapid-firing without the appropriate cooldown/warmup periods. The bug where raiders can fire rockets from outside their max range through entire mountain ranges is also well known by now.
"The power of friendship destroyed the jellyfish."

giannikampa

did not read about that.. so it is an issue and not some "for the sake of balance" decision! hope they solve it.
And as always.. sorry for my bad english

zandadoum

the biggest reason why i reload a save is because i lost a bunch of colonists to some stupid and broken rocketlauncher that cant be outrun, outcovered or out-anything AND has same or more range than a sniper rifle.

TLHeart

or the centiped just continues the wind up, and fires through 6 layers of rock killing your colonist... a known bug, that has been reported.

cultist

Quote from: zandadoum on December 20, 2015, 02:51:36 PM
the biggest reason why i reload a save is because i lost a bunch of colonists to some stupid and broken rocketlauncher that cant be outrun, outcovered or out-anything AND has same or more range than a sniper rifle.

This is the sole reason I keep one of those brain-damage sticks around. Anyone with a rocket launcher enters my map, I make them a vegetable. Or even better, make them go berserk.

ison

Bullets passing through walls like that was a bug in A12. It has already been fixed in A13.

NoImageAvailable

Quote from: ison on December 23, 2015, 10:13:21 AM
Bullets passing through walls like that was a bug in A12. It has already been fixed in A13.

What about the spontaneous target change mid-windup, will that be fixed as well?
"The power of friendship destroyed the jellyfish."

TLHeart

#8
Quote from: ison on December 23, 2015, 10:13:21 AM
Bullets passing through walls like that was a bug in A12. It has already been fixed in A13.

I am skeptical that it is fixed, since it has been an issue for the life of rimworld.  And since A13 is months away, we are forced to manage with a broken combat system.

and the reason  am skeptical, as tynan wants the bullets to be magical, and go around/through corners... as he has stated.... in Mantis.

This could be tricky to fix, since shots are supposed to pass through walls, in a sense, to hit enemies just around corners

Limdood

i have a feeling the bullets-that-were-fired-when-the-pawn-was-in-sight-but-hit-after-it-paths-behind-a-wall will still happen, as the "hit" calculation probably happens upon firing.

I bet the minigun is what is fixed, since it SEEMS like miniguns simply target a square and spray bullets around that square....i bet ison changed the spray area to not be allowed to hit spots in cover from (hopefully) the source of the bullets or (easier to code, but less realistic and still problematic) the center of the spray area (like a grenade can hit someone behind a wall)

ison

#10
Quote from: NoImageAvailable on December 23, 2015, 01:04:26 PM
Quote from: ison on December 23, 2015, 10:13:21 AM
Bullets passing through walls like that was a bug in A12. It has already been fixed in A13.

What about the spontaneous target change mid-windup, will that be fixed as well?

If the target goes out of range or there is no line of sight, e.g. the target is behind a wall, then the pawn will select a new target with reset windup.

Quote from: NoImageAvailable on December 20, 2015, 01:40:40 PM
I have also seen shenanigans involving inferno cannons rapid-firing without the appropriate cooldown/warmup periods.
Sounds like a new, rare bug. Please report it if you find any repro steps.

Quote from: TLHeart on December 23, 2015, 06:39:38 PM
and the reason  am skeptical, as tynan wants the bullets to be magical, and go around/through corners... as he has stated.... in Mantis.

You are right, it's not as simple as checking for line of sight between the shooter and the target. Pawns behind corners can still be hit (though less often). However, the bug was that bullets could pass through middle of long walls.

Quote from: Limdood on December 23, 2015, 09:11:26 PM
i have a feeling the bullets-that-were-fired-when-the-pawn-was-in-sight-but-hit-after-it-paths-behind-a-wall will still happen, as the "hit" calculation probably happens upon firing.

Correct.

Quote from: Limdood on December 23, 2015, 09:11:26 PM
i bet ison changed the spray area to not be allowed to hit spots in cover from (hopefully) the source of the bullets

In A13 bullets can't hit any target if there is no line of sight between shooter's position or any adjacent cell and the target. This covers all bullets in all cases.