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Allow attack orders to preempt move completion for turreted units. #16110
This sits in the middle of the other targeting changes, so makes sense to include in the playtest. The improvement in perceived responsiveness should help soften the blow from turrets no longer tracking targets that are outside of range.
Jan 25, 2019
referenced this pull request
Jan 26, 2019
Units sometimes won't attack structures when targeted under fog. This is easily reproducible for defence structures and happens for other structures, too, but I don't know how to reproduce exactly. Something is causing inconsistent behavior.
I can still reproduce this on #16112 for buildings: build a medium tank with client one and send it out of your base. Build a power plant of client 2 next to where the medium tank is. Move the medium tank away from the power plant so that it becomes hidden under fog. Issue an attack order and following move command on it /next to its position - the medium tank will pass the power plant without attacking.
Are you sure that you testing the latest version of the PR? I can't reproduce this.
This looks the same as the first issue you raised - works for tanks that are ordered to attack a visible structure, doesn't work for tanks that are ordered to attack a frozen one. This should already be fixed!
I can reproduce this also.
I finally discovered the repro case here: it only happens if you build the pillbox after building the tank.
This happens because of an inconsistency in the way
I'm not yet sure whether it is best to try and include a fix here, in #16067, or in its own PR.