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OPEN  Feature request #2268  -  actor does not autocrouch to get through hole in wall
Posted Jan 03, 2010 - updated Feb 27, 2013
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aduke1 (aduke1) has been working on this issue since January 28, 2013 (20:46)
Issue details
  • Type of issue
    Feature request
  • Status
     
    Open
  • Assigned to
     aduke1
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     voovoos
  • Owned by
    Not owned by anyone
  • Category
    Maps
  • Priority
    1. Very low
  • Targetted for
    icon_milestones.png Not determined
  • Complexity
    icon_customdatatype.png Not determined
Issue description
Item 2268 imported from sourceforge.net tracker on 2013-01-28 19:26:38

See screenshot. The hole is big enough, but soldier cannot get outside the hut. Red arrow shows how soldier should move out. This is for:

2010/01/04 00:48:12 CM_LoadMap: "-oriental/or_ +craft_drop_firebird +house_a +shed_a +house_b +well +house_f +mosque +craft_ufo_harvester +well +house_c +house_a +stand_a +house_a +house_d +well +house_g +house_g +stand_a +stand_b +trees_a +trees_a +stand_a +trees_a +house_d +stand_a +trees_a" "-24 -24 0 8 -24 0 0 16 0 16 -8 0 24 -32 0 16 8 0 0 -16 0 -32 -8 0 16 -16 0 -8 -32 0 16 24 0 8 8 0 -32 24 0 -16 24 0 8 0 0 -8 24 0 16 -32 0 24 -24 0 8 -32 0 -32 -16 0 24 -16 0 24 -8 0 -16 -32 0 -32 -24 0 -32 -32 0 -24 -32 0"
Comments Ported from Sourceforge  ⇑ top
voovoos (2010-01-04 00:23:26)  ⇑ top
too small hole in broken wall
markhawrylak (2010-01-04 00:37:05)  ⇑ top
I didn't think this was a defect. the soldier must be crouched in order to move through the gap. What do others think? The path finder does not auto crouch the unit to get through the gap.
tlh2000 (2010-01-04 07:09:17)  ⇑ top
then this is the bug - the actor should autocrouch
aduke1 (2010-01-04 13:30:08)  ⇑ top
Yes and No. There is an attempt to implement autocrough, but it doesn't work. And imho it can't be fixed without a redesign. So unless wilminator has a brilliant idea, this won't be in 2.3 TM.

@wilminator: In GridMoveMark around line 1700 we check for autocrouch, but as using TUs without movement can never be optimum, the move is always discarded.

I can imagine to do something like
  if (passageHeight < actorHeight && passageHeight > crouchedActorHeight)
     crouch; move; uncrouch;
BUT... I wouldn&#039;t know how to store those three moves into one cell in RT_AREA_FROM. Or did I miss something ?
 
tlh2000 (2010-03-22 07:12:34)  ⇑ top
oriental/or_ too small hole in broken wall
tlh2000 (2010-06-19 06:35:11)  ⇑ top
assigned this to you duke
aduke1 (2012-10-01 00:20:21.533000)  ⇑ top
- **milestone**: 2.3 --> 2.3.x