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icon_project.png UFO: Alien Invasion / Open Feature request #2268 actor does not autocrouch to get through hole in wall
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aduke1 (@aduke1) has been working on this issue since January 28, 2013 (20:46)
Issue basics
  • Type of issue
    Feature request
  • Category
    Maps
  • Targetted for
    Not determined
  • Status
    Open
  • Priority
    1. Very low
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  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
Affected by this issue (1)
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Description
[http://sourceforge.net/p/ufoai/bugs/2268 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 =====

====== voovoos (2010-01-04 00:23:26) ======

too small hole in broken wall
====== markhawrylak (2010-01-04 00:37:05) ======

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) ======

then this is the bug - the actor should autocrouch
====== aduke1 (2010-01-04 13:30:08) ======

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) ======

[oriental/or_] too small hole in broken wall
====== tlh2000 (2010-06-19 06:35:11) ======

assigned this to you duke
====== aduke1 (2012-10-01 00:20:21.533000) ======

- **milestone**: 2.3 --> 2.3.x
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