UFO: Alien Invasion Issue Tracker
UFO: Alien Invasion
Go to the previous open issue
Go to the previous issue (open or closed)
star_faded.png
Please log in to bookmark issues
icon_project.png UFO: Alien Invasion / Closed Bug report #295 Soldier reacts on enemy even if line of fire is blocked
Go to the next issue (open or closed)
Go to the next open issue
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
    4. Useful
User pain
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
Affected by this issue (0)
There are no items
People involved
Times and dates
  • Posted at
  • Last updated
  • Estimated time
    Not estimated
Issue details
  • Resolution
    Not determined
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Complexity
    Not determined
  • Platform
    Not determined
  • Architecture
    Not determined
Attachments (0)
There is nothing attached to this issue
Duplicate issues (0)
This issue does not have any duplicates
Description
[http://sourceforge.net/p/ufoai/bugs/295 Item 295] imported from sourceforge.net tracker on 2013-01-28 18:15:21

A soldier with "reacton fire" activated shots in any
case,even if a friend is between him and the enemy.
(see attached image ufo03.jpg,Maria Serra Map?)Soldier
1 was hit by 2,even while kneeling,because an alien
showed up in front of them.
(see attached image ufo06.jpg,TODO Map?)C was in panic
and kneeling,S used the sniper rifle with an _aimed_
shot(in German "gezielter Schuß") to hit A one level
higher.The green line of fire was over C,but C was
killed with a 100% probability.


System:
SuSE 10.1
xorg-x11-server-6.9.0-50.20
fglrx_6_9_0_SUSE101-8.27.10-1 (ATI Saphire RV350)

Sure,the solution isn't that easy,because a soldier has
also to consider the weapon he or she is using(roket
for a long distance is much more dangerous then a
sniper rifle).
===== Comments Ported from Sourceforge =====

====== kerner_debug (2006-09-04 07:49:33) ======

Friendly fire on soldier while kneeling
====== kerner_debug (2006-09-04 07:50:27) ======

Kneeling civilian hit while not directly in line of fire
====== kerner_debug (2006-09-04 07:58:19) ======

Logged In: YES
user_id=1589920

SVN 3299
====== bandobraz (2006-09-04 14:05:26) ======

Logged In: YES
user_id=1557623

Just a comment: shaken soldiers reaction fire even if they
have no reaction fire set and even if there is a friendly
unit between them and the target.

Another comment: checking for a friendly unit between a
soldier and the target is already implemented, AFAIK, but
probably buggy.
====== rechner-tester (2006-09-07 13:24:24) ======

Logged In: YES
user_id=1363849

civillians are also shot if they are in a line between an
alien and a soldier. Accident hits are okay but killing an
civillian with a sniper rifle is quite stupid *smile*
====== kerner_debug (2006-09-09 10:05:30) ======

Logged In: YES
user_id=1589920

Was SVN 3483 a solution?
"svn log" says:
r3483 | cassiterite | 2006-09-09 05:55:13 +0200 (Sa, 09 Sep
2006) | 2 lines
* merged AI reload code and reaction fire fixes by Lord
Havoc and bandobraz (rev 3481)

====== sheldonh (2006-09-15 07:49:03) ======

Logged In: YES
user_id=735845

Fixed on trunk in r3648, please test RC5 when it's released.
====== kerner_debug (2006-09-15 13:22:46) ======

Logged In: YES
user_id=1589920

Patch in r3648 work not,but stops react-on-fire completly.

Please see attached images,in every single situation,no
reacton fire was used by the soldier.Yes,they had enough
ammunition and it was activated.
In image ufo24.jpg it may be possible not to react because
near the alien(one floor down,only partially
viewable),another soldier is present.
====== kerner_debug (2006-09-15 13:23:44) ======


====== kerner_debug (2006-09-15 13:24:02) ======


====== kerner_debug (2006-09-15 13:24:11) ======


====== kerner_debug (2006-09-15 13:24:20) ======


====== bandobraz (2006-09-15 13:45:09) ======

Logged In: YES
user_id=1557623

Attaching a related log.
====== kerner_debug (2006-09-15 20:32:38) ======

Logged In: YES
user_id=1589920

SVN 3664 fixes the problem.It seems to be fine,so i'll close
the bug.
====== kerner_debug (2006-09-15 23:31:24) ======

Logged In: YES
user_id=1589920

Soldiers sometime don't react.Wrote Sheldon a short note
about that.See image ufo31.jpg and latest console.log!
====== kerner_debug (2006-09-15 23:31:42) ======


====== sheldonh (2006-09-16 08:27:34) ======

Logged In: YES
user_id=735845

1) Friendly fire
================

You will still see incidents of friendly fire. Currently,
sane soldiers will accept 5% chance of FF. Shaken,
panicking, raged and insane soldiers accept higher chances
of FF.

2) SVN 3664 fixes problem
=========================

I don't see how. r3664 was a change to the makefiles, and I
don't think it made any difference to the RF code.

Basically, as I see it, soldiers still take RF shots, but
not frequently enough. The debug output shows unexpectedly
high FF prediction, which inhibits RF shots.

3) Too-near shot avoidance
==========================

The new code does nothing to predict and avoid high
explosive shots on enemies that are too close.

Hopefully, I'll have time to work on this further over the
week-end.

Thank you for your patience and willingness to test this.

====== kerner_debug (2006-09-22 06:26:42) ======

Logged In: YES
user_id=1589920

I've tested it shortly in SVN 3782,and it _seems_ to work.
Till 29.09. I'll test it while playing around with other
stuff,and if there not problems showing up,i'll close it as
solved.
====== sf-robot (2006-10-07 02:20:04) ======

Logged In: YES
user_id=1312539

This Tracker item was closed automatically by the system. It was
previously set to a Pending status, and the original submitter
did not respond within 14 days (the time period specified by
the administrator of this Tracker).
Steps to reproduce this issue
Nothing entered.
Todos (0 / 0)
Issue created
footer_logo.png The Bug Genie 4.3.1 | Support | Feedback spinning_16.gif