Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Beams can miss units that already existed before the beam weapon was constructed #6250

Open
Basilisk3 opened this issue Jun 12, 2024 · 1 comment

Comments

@Basilisk3
Copy link
Collaborator

Describe the bug
As per the title. We have been trying to fix this by slightly increasing hitboxes of various units, and we have come a long way. Though it does seem like there is something else going on, that we currently do not understand.

To Reproduce

  1. Launch a sandbox game with cheats enabled.
  2. Enable the NoDamage console command.
  3. Spawn in a Wagner or a similar unit. Quick units with smaller hitboxes are affected the most.
  4. Spawn in 30 Seraphim Tech 2 PDs in a circle
  5. Have the PDs attack the unit and move it in circles.

The bug does not occur when you spawn the PDs first instead of the Wagner.

Expected behavior
A clear and concise description of what you expected to happen.

Additional context
For further context and replays, see #5768 and #6227.

@Basilisk3
Copy link
Collaborator Author

A recent example of this can be observed in 22732109. At 15:20, a Seraphim destroyer can be seen missing Auroras, even though Auroras should have sufficient SizeZ at 1.1. The cause of this appears to be the fact that the Auroras were built before the destroyer was.

@Basilisk3 Basilisk3 changed the title Beam weapons can miss units that already existed before they were constructed Beams can miss units that already existed before the beam weapon was constructed Jun 22, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants