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If there is no RearmBuildings available, helis land and freeze the game. #14479

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MustaphaTR opened this issue Dec 8, 2017 · 6 comments
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@MustaphaTR
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MustaphaTR commented Dec 8, 2017

I was working on #12596 and noticed this. Should be fixed for map to properly work.

To test you can just slap Chinook's LandableTerrainTypes to Hind or Longbow and use all their ammo while there is no helipad for them to rearm. In fact, they try to land without LandableTerrainTypes too, but as they can't game doesn't freeze either.

May be a regression from lastest ammo refactors.

@reaperrr
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reaperrr commented Dec 9, 2017

HeliAttack goes into an infinite loop somewhere.

@reaperrr reaperrr added this to the Next release milestone Dec 9, 2017
@reaperrr
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reaperrr commented Dec 9, 2017

Not a regression (previous release already has this bug, I just checked), just another confirmation our aircraft activities are crap.

Since it doesn't affect the shipping mods by default, not a must-fix for next release (though it would be nice if there's an easy fix for this), but we should at least aim for the planned activity refactor to be finished for Next+1.

@reaperrr reaperrr modified the milestones: Next release, Next + 1 Dec 9, 2017
@reaperrr reaperrr added Bug and removed Regression labels Dec 9, 2017
@MustaphaTR
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I wanted to get Red Zone into the next version, but with that many blockers, looks like it has to wait.

@MustaphaTR
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I have investigated that a bit, after landing, unit is entering an infinite loop between HeliAttack and HeliReturnToBase activites because of the lines i linked.

Also, IMO that landing needs a LandOnIdle check and, if LandOnIdle is false it shouldn't land to ground.

@MustaphaTR
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The code i linked above at HeliAttack doesn't looks like working anyway. After rearm, helicopters go to rally point, not continue to attack where it was attacking, which is the bahaviour we want i think.

If current behaviour is really fine, we can get rid of that dead code, which would fix the freeze.

@reaperrr
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While it doesn't directly affect the shipping mods (not counting mod maps), it should be an easy fix, so we should really try to get this sorted before next playtest.

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