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Original issue 38 created by sfiera on 2010-09-20T11:50:20.000Z:
What steps will reproduce the problem?
Destroy a ship, releasing its energy.
Fire a turret when the energy pulse is closer than any enemy.
What is the expected output? What do you see instead?
The turret will fire at the energy pulse. The way that ships are programmed to pick up energy pulses is for the pulses to be marked "Hated" but to not be shootable. Ships will therefore attempt to ram them (using logic similar to missiles). However, they are also targeted by turrets; this ought to be fixed.
The text was updated successfully, but these errors were encountered:
Comment #8 originally posted by sfiera on 2012-12-10T06:27:26.000Z:
Yes. The way that energy blobs are implemented now is basically that they have the "enemy" bit (kHated) set, but not the "shootable" bit (kCanBeEngaged). We get the existing behavior because AI ships try to fight the energy blobs but don't know how to other than to ram into them. For missiles, it arguably makes more sense, since ramming into enemies is their normal course of action. The turret situation is less so, because the blobs are marked as non-shootable. It's still a bug in either case, of course.
Original issue 38 created by sfiera on 2010-09-20T11:50:20.000Z:
What steps will reproduce the problem?
What is the expected output? What do you see instead?
The turret will fire at the energy pulse. The way that ships are programmed to pick up energy pulses is for the pulses to be marked "Hated" but to not be shootable. Ships will therefore attempt to ram them (using logic similar to missiles). However, they are also targeted by turrets; this ought to be fixed.
The text was updated successfully, but these errors were encountered: