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Bad target choices of non-360 turrets #4209

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MeSaber opened this issue Jan 23, 2025 · 1 comment
Open

Bad target choices of non-360 turrets #4209

MeSaber opened this issue Jan 23, 2025 · 1 comment
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@MeSaber
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MeSaber commented Jan 23, 2025

Description

This is a universal issue more or less where many units (or all) with many weapons choose the target they cannot attack (in their arc) thereby not being used.

You see this on Epoch for example which have 3 smaller cannons that have their own arcs and sometimes target-lock onto a target that they cannot attack and therefore doesnt use the dps.

Possible to make each weapon/gun has its own 'brain' that changes target when a target gets out of the arc.

Expected Behaviour

All guns firing if surrounded like in the case of Epoch/Thor(emp lasers) etc etc.

Actual Behaviour

Target-locks onto non-aimable targets because of non-360 turret.

Reproduction steps

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@MeSaber MeSaber added the Bug Something isn't working label Jan 23, 2025
@MeSaber MeSaber changed the title Bad target choices of non-360 weapons Bad target choices of non-360 turrets Jan 23, 2025
@ZephyrSkies7
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A stop-gap measure was used for legerailtank whereby each of the secondary weapons are given a primary direction and specific arc in which they fire in within the .lua unitdef file as well as restricting each turret's movement to a specific arc within the script of the unit itself. It generally functions as intended but it isn't always consistent. This may be an engine feature that has to be included at an indefinite later date.

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