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Remove building auto-targeting from Defend stance #13520

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merged 5 commits into from Jun 18, 2017

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pchote commented Jun 17, 2017

In all the original games units did not automatically target structures. The later games that featured stances added this as part of the "Aggressive / Attack Anything" stance that we partially implemented and then left dangling. @Mailaender gave this a shot in #3337, but had to back it out in #3467 because our AI logic wasn't smart enough to deal with it.

This feature fell off the radar after that, except for the occasional complaint from players about how awkward it is to use engineers / spies / etc with groups of combat units shooting the things they want to capture/infiltrate/etc.

We now have all the technical pieces in place to do this properly, and it nicely rounds off the targeting and stance changes we are aiming for in the next release.

If players do want units to auto-target buildings then they can use the new command bar to easily change stance. Base defenses are still auto-targeted from both Defend and Attack Anything.

@pchote pchote added this to the Playtest featuring updated HitShapes milestone Jun 17, 2017

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reaperrr Jun 17, 2017

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Seems some SP missions break because they remove AutoTarget from some actors.

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reaperrr commented Jun 17, 2017

Seems some SP missions break because they remove AutoTarget from some actors.

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pchote Jun 17, 2017

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Fixed.

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pchote commented Jun 17, 2017

Fixed.

@rob-v

small issue.

It is expected that once unit starts shooting after changing stance, it doesn't stop shooting after changing stance back, right?

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It is expected that once unit starts shooting after changing stance, it doesn't stop shooting after changing stance back, right?

Yeah, that's #7086.

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pchote commented Jun 17, 2017

It is expected that once unit starts shooting after changing stance, it doesn't stop shooting after changing stance back, right?

Yeah, that's #7086.

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It could be related. Vehicle moved to rally point. You change stance to Hold fire. You move it, it doesn't shoot as expected, however if you change the stance while vehicle moves to rally point it is ignored (like when changed stance) and starts shooting until you Stop it.

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rob-v commented Jun 17, 2017

It could be related. Vehicle moved to rally point. You change stance to Hold fire. You move it, it doesn't shoot as expected, however if you change the stance while vehicle moves to rally point it is ignored (like when changed stance) and starts shooting until you Stop it.

Too many issues found by others, will revisit once fixed

@reaperrr reaperrr removed the PR: Needs +2 label Jun 17, 2017

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SAM Site in RA in Defend stance is auto targeted, in TD not.

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rob-v commented Jun 17, 2017

SAM Site in RA in Defend stance is auto targeted, in TD not.

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Fixed. They were pretty much all regressions from #13383, but splitting them into their own PR would only delay things further.

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pchote commented Jun 18, 2017

Fixed. They were pretty much all regressions from #13383, but splitting them into their own PR would only delay things further.

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rob-v approved these changes Jun 18, 2017 edited

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I don't know/test all details, but it looks good to me - tested ra and cnc - infantry, vehicle, defense, structure, air (without water, AcceptsCloakCrate).

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Looks good now. On an semi-related note, pillboxes don't shoot anymore. It looks like they target units (there's a red target line), but nothing happens. That already happens on bleed, though, it's not due to this PR.

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obrakmann commented Jun 18, 2017

Looks good now. On an semi-related note, pillboxes don't shoot anymore. It looks like they target units (there's a red target line), but nothing happens. That already happens on bleed, though, it's not due to this PR.

@obrakmann obrakmann merged commit 300a722 into OpenRA:bleed Jun 18, 2017

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obrakmann commented Jun 18, 2017

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@reaperrr Can you please check this recent early return in Armament.CheckFire: https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.Mods.Common/Traits/Armament.cs#L198
The Turret works, but Pillbox has no enabled AttackBase trait and doesn't shoot now.

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rob-v commented Jun 18, 2017

@reaperrr Can you please check this recent early return in Armament.CheckFire: https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.Mods.Common/Traits/Armament.cs#L198
The Turret works, but Pillbox has no enabled AttackBase trait and doesn't shoot now.

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Fixed pillboxes in #13529.

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reaperrr commented Jun 18, 2017

Fixed pillboxes in #13529.

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I didn't know Defense has also stances. In current bleed, Defense has also Defend as default so no shooting at buildings what seems wrong.

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rob-v commented Jun 18, 2017

I didn't know Defense has also stances. In current bleed, Defense has also Defend as default so no shooting at buildings what seems wrong.

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MikeCaputo Jul 23, 2017

I've played a few games with the new release, and overall I love the changes. But I severely miss being able to drop off a group of tanks and have them mop up an enemy base without additional babysitting. Now I have to be sure to grab every unit that is newly created, and set their stance to auto-attack anything.

Has anyone ever considered adding an ability to set the "stance" of a unit production building, so that all units produced from that building will automatically be set to that stance?

MikeCaputo commented Jul 23, 2017

I've played a few games with the new release, and overall I love the changes. But I severely miss being able to drop off a group of tanks and have them mop up an enemy base without additional babysitting. Now I have to be sure to grab every unit that is newly created, and set their stance to auto-attack anything.

Has anyone ever considered adding an ability to set the "stance" of a unit production building, so that all units produced from that building will automatically be set to that stance?

@pchote pchote deleted the pchote:defend-buildings branch Oct 15, 2017

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