UFO: Alien Invasion Issue Tracker
star_faded.png
Please log in to bookmark issues
feature_request_small.png
OPEN  Feature request #3266  -  'passable' brushes block shots
Posted May 06, 2012 - updated Feb 01, 2013
action_vote_minus_faded.png
0
Votes
action_vote_plus_faded.png
aduke1 (aduke1) has been working on this issue since January 28, 2013 (20:48)
Issue details
  • Type of issue
    Feature request
  • Status
     
    Accepted
  • Assigned to
     aduke1
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     shipit
  • Owned by
    Not owned by anyone
  • Category
    Map Editor (UFORadiant)
  • Priority
    1. Very low
  • Targetted for
    icon_milestones.png Not determined
  • Complexity
    icon_customdatatype.png Not determined
Issue description
Item 3266 imported from sourceforge.net tracker on 2013-01-28 20:05:19

wich is weird, because an actor can walk and look, but not shot through this. Especially the AI seems totally confused by this.

A good example is the light cone of the /office/beamer prefab.
Comments Ported from Sourceforge  ⇑ top
aduke1 (2012-05-07 19:22:42)  ⇑ top
Not a bug. CONTENTS_PASSABLE solely indicates that you can walk through it although it is CONTENTS_SOLID. We simply don't have something like CONTENTS_SHOOTTHROUGH. We should btw for the japanese paper walls ;) What makes you think that *they* can see through it ?
shipit (2012-05-08 09:49:08)  ⇑ top
Maybe it is not a technical bug. But in game, if an actor can walk through, why a shot is blocked then? Does not make any sense to me. Also, the AI does not notice this is blocking the line of fire, and is trying to shoot through.

About the Line of Sight : The position of every actor is revealed, even if they are separated by 'passable' walls. But hitting "t" will not draw the red line.

>What makes you think that *they* can see through it ?<<
From my experience the AI treats the LoS the same as the LoF. So if the alien tries a shot, it has a LoS to the target, no?

 
shipit (2012-05-08 09:54:11)  ⇑ top
I forgot: If we do not want this as a bug (because it isn´t a bug), please move to feature request.

I don´t want to see shoots and rockets being absorbed by the light cone of a beamer.
tlh2000 (2012-10-21 19:56:52.530000)  ⇑ top
oh, it does make sense for stuff like pictures on walls that would block the movement in a cell. or parts of a chair or table that would block the cell.
natewr (2012-10-21 20:06:28.553000)  ⇑ top
I&#039;m with Martin on this one. My understanding of the passable flag is that it is for objects that might make a grid cell inaccessible but which shouldn&#039;t: pictures, electrical boxes, pipes, overhead signs, etc.

I&#039;m all for a new flag that doesn&#039;t block shots, though, if we&#039;ve got maps that need it. Just make it a separate flag. If it&#039;s just the beamer light cones, we can always remove those for the time being.
capt-schettino (2012-10-21 20:39:07.971000)  ⇑ top
I was thinking more about a chainlink fence or a grate, something that will not block LOS or gunfire but that will keep actors away. I&#039;ve read a walkaround on the forum, but it&#039;s not working on 2.5dev
natewr (2012-10-22 05:41:52.647000)  ⇑ top
To implement a chain-link fence properly we&#039;d need separate checks for different weapons. In most cases, for instance, a thrown grenade should not go through a chain-link fence.