Structure limit warning on home maps for non-players #4743
Comments
Berserk Cyborg uploaded file Use "let me win" cheat when offworld |
Per Inge Mathisen <per.mathisen@...> committed [530] In Warzone2100/warzone2100@530d67a:
|
Per commented I don't even get that far. It asserts so much on the way. This savegame is goldmine of reproducible bugs... Current bug is that the landing zone coordinates for the AI player (player 3) on the map we go to are off-map, which causes an assert when the VTOLs want to fly to rearm to this off-map location. Are they supposed to fly off-map? (Not sure if the our current code expects that any non-transporter goes off-map.) |
Per commented It uses the landing zone info from the savegame (setNoGoArea(47, 52, 49, 54, 3)). The landing zone info for the current player is overwritten from the scripts when going off-world, but the landing zone info for the AIs is kept unchanged, which I think is a mistake here. |
Berserk Cyborg changed _comment0 which not transferred by tractive |
Berserk Cyborg commented There is no rearming for the hit-and-run VTOLs (at least now anyway). They are created on a position coordinate, do whatever they do, then fly toward an area event and get removed when damaged enough or have no ammo. Lots of MapTile asserts (easy to see with this save) cause the transporter gets pulled away from where it is trying to get to (cause it left the home map in different direction) and thus goes far off map for a while. It also happens upon disembarking the droids (revealing features?). VTOLs can cause mapTile asserts when they turn around near an edge of a map and go off the map bounds for a little while. And fpath errors also. |
Per commented The script needs to set a valid landing zone for the player that owns these VTOLs. The mapTile and fpath asserts come because the landing zone they are trying to reach is invalid. |
Per commented The structure limit issue happens because as the transporter enters the new area, the scripts set the structure limit for HQs to zero, and does not set it back before exiting. |
Berserk Cyborg committed [8] In Warzone2100/warzone2100@8e883e8:
|
Berserk Cyborg commented Replying to Warzone2100/old-trac-import#4743 (comment:5):
|
Per changed status from |
Per changed resolution from `` to |
resolution_fixed
type_bug
| by Berserk CyborgFor some reason warzone warns about an AI player having too many X on map (see setCurrentStructQuantity() in structure.cpp). Only shown on home maps where the enemy has an HQ or command relay. Does not affect gameplay from what I have seen.
example output:
Now, this does not happen on the first encounter of a mission with such structures, but every one after that will show the above warning.
On the below save the AI does not have any structures (aside from those it absorbs) on this mission. And donateObject() will bail on donating HQ/relays/factories to that player (Nexus in this case) since the counts are too high.
Issue migrated from trac:4743 at 2022-04-16 13:02:56 -0700
The text was updated successfully, but these errors were encountered: