beyond-all-reason / beyond-all-reason/RecoilEngine

Trajectory toggle does not send correct pitch to AimWeapon soon enough

Open
#160 0 comments 0 reactions 0 assignees View on GitHub
enhancement
Dominant language
C++
Stars
679
Forks
290
Avg merge
3d 2h
Merged PRs (30d)
40

Description

![image](https://user-images.githubusercontent.com/1318249/148634589-5e63cf39-f048-4573-83f0-0512ad6bdb71.png)

Units seem to take a while to respond to trajectory commands. This seems to be purely visual, within the LUS, but from what I can tell the LUS is being told to aim at the incorrect pitch.

- Spawn staticarty (with power so it can shoot).
- Tell it to shoot nearby.
- Set it to high trajectory shortly after it fires.
- Notice that it is aiming along the low trajectory for a few seconds.
- Notice that the projectiles shoot upwards in a high trajectory, correctly.
- The staticarty now starts aiming along the high trajectory.

I have echoed the pitch and AimWeapon is being called throughout.

Ideally AimWeapon would be interrupted by trajectory mode changes, but fixing the incorrect pitch would be a fine fix in lieu of that.

Contributor guide

Open the contributing guide

Research direction

Reproduce the trajectory toggle sequence with a powered static artillery unit and trace the LUS AimWeapon calls and pitch values after switching modes. Done means the unit’s visual aim follows the selected high trajectory promptly while projectiles continue using the correct trajectory.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
game-dev
Issue type
Bug
Difficulty
3/5
Estimated time
1-2 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.