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UFO: Alien Invasion
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icon_project.png UFO: Alien Invasion / Closed Bug report #2019 Error? Rocket Probability Calculations
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This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Bug report
  • Category
    Battlescape
  • Targetted for
    Not determined
  • Status
    Closed
  • Priority
    3. Normal
User pain
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
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  • Last updated
  • Estimated time
    Not estimated
Issue details
  • Resolution
    Not determined
  • Reproducability
    Not determined
  • Severity
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  • Complexity
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  • Platform
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Description
[http://sourceforge.net/p/ufoai/bugs/2019 Item 2019] imported from sourceforge.net tracker on 2013-01-28 19:18:54

Hi,

This is the specs of my mobile lappy which i carry ard with the SVN
R21950.

System - WIN XP SP3, Internal 256MB Geforce, 768MB Ram, 1GHz Processor, HP
Laptop.

Self Compiled the SVN R21950 couple of days ago and continues to Beta test. Encountered this issue:
When in Battlescape, i have a EOD (Explosive Ordanance Disposal / Expert) guy, holding the Rocket Traditional Wpn.

I tried to aim to the floor on battlescape so as to explode around region, but probability is always 0%.

I wonder if this is error? ITs same with Granade Launchers.....
I am proposing that perhaps there should be some probability........ btw, its the same probability for near (2/3/4 sq away or far).
===== Comments Ported from Sourceforge =====

====== odiewoof (2009-01-26 08:48:10) ======

Screenshot of Rocket Probability Issue
====== tlh2000 (2010-01-16 18:45:12) ======

still the case in current trunk?
====== tlh2000 (2010-01-26 07:07:40) ======

no further comments? setting this to pending in a few days.
====== btaxis (2010-01-26 14:18:27) ======

I wouldn't know what to do about this off the top of my head, it's been a long time since I looked at the weapons code. I'll try to look at it if I have some time, but no promises.
====== tlh2000 (2010-02-03 07:39:49) ======

any progress? otherwise i will set this to pending in a few days.
====== btaxis (2010-02-03 08:02:42) ======

I haven't looked at it yet.
====== btaxis (2010-02-03 10:23:49) ======

I'm going to close this for now, it's not a trivial fix. The 0% is shown because no actor is targeted - this is desired behavior. However, with splash damage weapons it is possible to shoot at a wall or the floor to deal damage to nearby actors. Ideally there should be percentages on all actors in the (predicted) blast radius, showing how much of the full damage they will take (predicted). This is complicated, since the projectile may not explode at the desired location.

I will add a TODO comment about this in the code.
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