YR Spy behavior and detection problem

Bug #1633962 reported by Duy
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
New
Undecided
Unassigned

Bug Description

I was found some different between 2 game very long time before this, but when didn't see any report in community about this.

First, in RA2 your team have a spy was disguised as a enemy infantry, the enemy didn't know you but when your spy firing or plant C4/TNT to any of enemy units, all enemy units and defense nearby will shoot you and chasing you until you flee away. But in YR if your spy do same thing they didn't do anything.

Second, if you set a building with tag DetectDisguise=yes and DetectDisguiseRange=n, in RA2 hostile spy will be detected and return to original form and team in n cell (after that, the army nearby this building will attack a spy regardless these had DetectDisguise=no) until the spy go away. But in YR these can happilly going, meaning DetectDisguiseRange= tag didn't work anyway.

Forum: http://www.ppmforums.com/viewtopic.php?t=42695

Tags: game
Duy (unknown-men)
tags: added: game
Revision history for this message
Morris Smith (yurimorris) wrote :

I strongly support this bugfix, as it fits well with my blueprint
trying to eliminate the last of the ’always-a-way-in’-problems.
I am also trying to learn some C++, so I maybe one day can contribute,
should the source code be updated.

Keep up the good work!

— Morris Smith.

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