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UFO: Alien Invasion
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icon_project.png UFO: Alien Invasion / Closed Feature request #3719 Grenades fall out from an edge of the map
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This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Feature request
  • Category
    Maps
  • Targetted for
    Not determined
  • Status
    Closed
  • Priority
    3. Normal
User pain
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
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Description
[http://sourceforge.net/p/ufoai/feature-requests/234 Item 234] imported from sourceforge.net tracker on 2013-01-28 20:16:10

SVN checkout from ufoai_2.1 branch, rev. 9345.

Battle on the map oriental5.

When a grenade is tossed towards an edge of the map or accidentally misses its target and touches an edge, it falls out from the map into the black abyss. Haven't checked it on other maps, but this bug may occur on all of them.
===== Comments Ported from Sourceforge =====

====== tlh2000 (2007-07-12 14:49:15) ======

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this is not really a bug - but how should we do this instead? bouncing from the nothing is no option imo

moved to fr tracker
====== j4n0 (2007-07-12 15:57:04) ======

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Originator: YES

I agree with you that hitting a skybox next to the edge of the map and bouncing back is even a worse idea, however from my point of view falling into an abyss isn't the best solution. I'd like to suggest you a different option.

You could add few additional squares of solid surface next to map's edges. They wouldn't be neither visible (same view as currently) nor accessible for characters. When a grenade crosses the edge it is no longer rendered and it explodes on those black squares. It can't fall any further than the last square and it does not bounce back. This solution seems quite realistic, as the player doesn't know were the grenade has eventually exploded but he feels that the explosion has taken place in a predictable location. The grenade hasn't disappeared.

I'm waiting to read your opinion about this idea.
====== tlh2000 (2007-07-12 16:40:06) ======

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user_id=116930
Originator: NO

hm. i don't know - this would result in updates for all maps...

we could also check the map boundaries and let the grenade explode faster - or let it not explode at all
====== j4n0 (2007-07-12 16:51:01) ======

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Does it really require map updates? Couldn't it be solved somehow within the engine, as it is common for all maps?

I'm afraid that disabling explosion after crossing an edge would make it less real.
====== tlh2000 (2007-07-18 07:13:00) ======

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Originator: NO

see http://sourceforge.net/tracker/index.php?func=detail&aid=1721892&group_id=157793&atid=805245
====== j4n0 (2007-07-18 08:04:11) ======

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Originator: YES

And that's the way it could be solved. On the engine-level, I suppose.
====== tlh2000 (2007-09-29 08:18:13) ======

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Originator: NO

btaxis added some weaponclip borders around all maps (except the random assembly ones)
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