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icon_project.png UFO: Alien Invasion / Closed Bug report #3173 Hit by reaction fire gives TUs
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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
    4. Useful
User pain
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
Affected by this issue (1)
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  • Last updated
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Issue details
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    Not determined
  • Reproducability
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Description
[http://sourceforge.net/p/ufoai/bugs/3173 Item 3173] imported from sourceforge.net tracker on 2013-01-28 20:02:17

Version: 2.4-dev IA-32 Mar 14 2012 Win32 DEBUG
Version: 2.5-dev IA-32 Mar 18 2012 Win32 DEBUG

When a soldier triggers alien reaction fire by walking, they stop in place with remaining TUs they should have at that position. When they are also hit, they erroneously have the TU from their starting position. E.g. a soldier with 28 TU tries to walk 8 squares in a straight line, but is hit by reaction fire after 5 squares, they will stop in that square and have 28 TU instead of 18 TU.

Reproduce by having soldiers, with enough armour to survive the reaction fire, walk long distances in view of aliens.
===== Comments Ported from Sourceforge =====

====== aduke1 (2012-03-19 21:32:43) ======

1. wasn't able get shot in half a dozen attempts :( Either no armour in the team or aliens carry plasma blades or don't like to RF.
2. I can hardly believe that story, because the RF changes lately didn't touch that part of the code. Could you plz triple-check what you saw ?
====== aprogas (2012-03-19 22:19:40) ======

savegame reaction fire TU
====== aprogas (2012-03-19 22:22:19) ======

I have done some further testing on Version: 2.4-dev IA-32 Mar 19 2012 Win32 RELEASE

I have attached a savegame from just before a combat in which I saw this happen, although this is no guarantee the combat will play out the same. In this combat, the only reaction fire I saw was from needlers, but I think it happens for all damage types. I could actually see it happen: the soldier is in the walking animation, stops with lower TU (I use the Alternative HUD), the reaction fire animation plays, then health decreases and TU increases again. This isn't just an interface/display issue, I am actually able to move further than I would have originally.

Also attached is my config.cfg. The most relevant settings are probably "Confirm actions = only moving" and Autostand enabled. The soldiers to which this happens, are already standing at the start of their turn, but autostand might still be relevant, because of recent code changes which may have affected other movement too.
====== aprogas (2012-03-19 22:25:39) ======

config used with reaction fire TU glitch
====== tlh2000 (2012-03-20 07:24:55) ======

might be fixed with 2e31d6ae3e2bc6769056aaf808b372db908c906f

i think the cause was, that the tus were set back to the initial tus - but if the hp changed, we returned from the while (shouldIMove)-loop and did not set back the tus
====== aduke1 (2012-03-21 00:34:17) ======

 @aprogas :
Congrats, you've found an ancient bug that was well hidden by the fact that old RF often targeted a different soldier than the moving one.
That changed with new RF, so that bug surfaced.
====== aprogas (2012-03-21 17:34:03) ======

I am still seeing this issue in Version: 2.4-dev IA-32 Mar 21 2012
Win32 RELEASE. Is 2e31d6ae3e2bc6769056aaf808b372db908c906f included in that branch?
====== aduke1 (2012-09-20 21:39:12.210000) ======

- **status**: pending --> open

====== aduke1 (2012-11-25 16:23:34.784000) ======

aprogas,
do you still have that problem in 2.5 dev ?
====== aduke1 (2012-12-18 20:38:46.410000) ======

- **status**: open --> pending

====== aduke1 (2012-12-24 23:02:20.350000) ======

obviously not.
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