Units may go through solid obstacles

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  • 수정됨
  • Completed - Resolved
  • Occasionally units are able to go through doors regardless of their state (allied/enemy, open/closed).
  • I myself got glitched out in some room on the mission to destroy the wenches to draw the drawbridge. I possessed Archtron and flew to the last one and suddenly found myself locked in confined space. I was quite shocked and the only exit was through a door I think I somehow passed through (no enemy was there to open it for me).
Game Version:
Steam Public
Platform:
Windows

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Satisfaction mark by ZzZombo 8 년 전

Nice.

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Stefan Furcht Programmer

Alright I asked Nano and he had already fixed it but the fix is not yet in the internal build.
So don't worry it is fixed.

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Stefan Furcht Programmer

There were two different issues.
The one I fixed which is that units which are flying/floating above chasm could glitch through walls.
The one Nano fixed on campaign mission 13 where some siege doors were logically set to open (while siege doors have no visual open state, so they still look closed), so that units were logically allowed to pass.

Now this means that the latter isse is also present on the final siege door in campaign level 7, so it's logically open and the system allows units to pass.
I will poke Nano again so he can apply the same fix on the siege door in campaign level 7.





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Fireeye

I'm still getting this bug with the Siege Door at the end of campaign mission 7 (the one behind behind of which are the priestesses channeling the Aum). Some of my units attack the door, while other walk right through it and start to pummel the priestesses.

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ZzZombo

Glad to help you, guys!

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Stefan Furcht Programmer
  • Completed - Resolved
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Stefan Furcht Programmer
  • Started
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Stefan Furcht Programmer

Nice find!
When a unit gets too near to an obstacle so it could penetrate it, we check if there is a reason to move it slightly away so it doesn't get stuck.
This method handles also any case where a unit is suddenly overlapping with a solid collider and tries to move it out to a valid location.
(This can happen for example if you place a room above units so that units get stuck in props, or simply when you lock a door while a unit is passing it and the move out method will move them out to a valid place)

However for flying or floating units over chasm this did utterly fail.
To make sure that a unit is not move to an invalid location and not sunken into ground, potential move out points were always positioned on ground height.

Well this was totally wrong for flying objects, because they aren't valid at ground height, but at the height they are flying.
In result all potential move out points were all colliding with the chasm (which is logically a collider with small height and blocks walking minions from passing it).
So the flying unit was considered as utterly stuck based on the wrong assumption it's walking on ground while it wasn't stuck at all.
So the routine to move it back to a valid location did only find collisions with chasm or the wall in every direction it could use and thus found only one way to "rescue" the unit to a valid place: which was behind the wall.

We made these move out checks based on the correct height an object is supposed to be (depending on if the unit is walking, floating or flying) which fixes the problem.

Thanks for pointing to this issue.

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Stefan Furcht Programmer
  • Started
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Jan - Eric Merzel

thanks for the report, even though the report was kinda misleading since we thought we already reported that one.


your clarification helped tremendously, thanks again its appreciated.