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[BATTLESCAPE] Agents unable to shoot Multiworms when they clip through walls and doorways #1448

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XCOM-HUB opened this issue May 19, 2024 · 6 comments
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Battlescape An issue relating to something in the battle overview part of Apocalypse Better Design Required The current implementation is not ideal. We'd be better off with a new design for a solution. !BUG! low priority This is a bug in OpenApoc. It will need resolving when time allows. It does not always cause a CTD Enhancement This is a request for something that makes OpenApoc work better or more intuitively Further Information Required This cannot currently be replicated - please provide more information and savegame examples Graphical User Interface (UI/GUI) A ticket that relates to how the user interacts with the game through the UI Line of Sight (LoS) / Line of Fire (LoF) Something that affects an agent, unit or craft's ability to see or shoot at another unit Not Yet Implemented This fix or feature is not yet implemented or merged with trunk Pathfinding An issue relating to pathfinding of units Roadmap A an issue containing features that need to be completed for a "full" gaming experience. UnitAI / Behaviour Something relating to the behaviour of Units in the game Verified / Replicated This issue has been verified or replicated by a developer

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@XCOM-HUB
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XCOM-HUB commented May 19, 2024

  • OS: Windows 10 Pro x64 22H2
  • OpenApoc Version: 0.0.1065
  • No Mods

Multiworm clip through wall
Multiworm clip through wall (map)
Multiworm diagonally in doorway
Multiworm diagonally in doorway (map)
(The Multiworm actually takes up 2 times 2 squares when in diagonal position)

The Multiworms can move after they clip through a wall or a doorway, then my Agents can shoot them as usual. One solution to this can be to force a Multiworm to be only one square in size when they turn their body close to a wall (compacting it against the wall), and they should not be able to turn their body when standing in a doorway.

Edit: I am considering that the Multiworm can be compacted even in doorways when they turn their body diagonally like the picture in my post. It would be a smart solution to make the Multiworm work as an accordion 🪗. When turning their body so that their tail clips through a wall or an object it would then be forced into a compact version of itself (squished together into only one square to avoid clipping). This would require new sprites of the Multiworm in it's compacted form.

@XCOM-HUB
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I am considering that the Multiworm can be compacted even in doorways when they turn their body diagonally like the picture in my post. It would be a smart solution to make the Multiworm work as an accordion 🪗. When turning their body so that their tail clips through a wall or an object it would then be forced into a compact version of itself (squished together into only one square to avoid clipping). This would require new sprites of the Multiworm in it's compacted form.

@FilmBoy84
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Compact sprites in all directions already exist for the Multiworm in game

Indeed, the OG uses them for certain movements in tight spaces

image

@FilmBoy84
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There's also 1.5 tile length versions for animating between two and one tiles
image

@XCOM-HUB
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Great! No new sprites required. The question is if it is not to hard to implement my idea!?

@FilmBoy84
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I'm fairly sure the OG did the compression thing anyway - so it's something Not Implemented for OpenApoc as yet

But if you are able to get any OG footage of when and how the worms choose to compress in movement that would definitely help us plan an OA implementation

@XCOM-HUB
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Ok! I will definitely be looking out for this in OG now.

@FilmBoy84 FilmBoy84 added !BUG! low priority This is a bug in OpenApoc. It will need resolving when time allows. It does not always cause a CTD Enhancement This is a request for something that makes OpenApoc work better or more intuitively Not Yet Implemented This fix or feature is not yet implemented or merged with trunk UnitAI / Behaviour Something relating to the behaviour of Units in the game Verified / Replicated This issue has been verified or replicated by a developer Pathfinding An issue relating to pathfinding of units Roadmap A an issue containing features that need to be completed for a "full" gaming experience. Graphical User Interface (UI/GUI) A ticket that relates to how the user interacts with the game through the UI Battlescape An issue relating to something in the battle overview part of Apocalypse Line of Sight (LoS) / Line of Fire (LoF) Something that affects an agent, unit or craft's ability to see or shoot at another unit Better Design Required The current implementation is not ideal. We'd be better off with a new design for a solution. Further Information Required This cannot currently be replicated - please provide more information and savegame examples labels Jun 2, 2024
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Labels
Battlescape An issue relating to something in the battle overview part of Apocalypse Better Design Required The current implementation is not ideal. We'd be better off with a new design for a solution. !BUG! low priority This is a bug in OpenApoc. It will need resolving when time allows. It does not always cause a CTD Enhancement This is a request for something that makes OpenApoc work better or more intuitively Further Information Required This cannot currently be replicated - please provide more information and savegame examples Graphical User Interface (UI/GUI) A ticket that relates to how the user interacts with the game through the UI Line of Sight (LoS) / Line of Fire (LoF) Something that affects an agent, unit or craft's ability to see or shoot at another unit Not Yet Implemented This fix or feature is not yet implemented or merged with trunk Pathfinding An issue relating to pathfinding of units Roadmap A an issue containing features that need to be completed for a "full" gaming experience. UnitAI / Behaviour Something relating to the behaviour of Units in the game Verified / Replicated This issue has been verified or replicated by a developer
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