Weird bug with Magnetrons and powered hovering units

Bug #896013 reported by Professor_Tesla
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
In Progress
Medium
AlexB

Bug Description

If a powered unit that can hover (such as a Robot Tank) is powered down and pulled by a Magnetron, it will float into the air, but not move towards the Magnetron. It will just stay floating in the air. If power is then restored to it, it will slowly fall down to the ground and sit there (not hovering) unable to move. Power to the unit will have to be killed and then re-restored for the unit in question to function properly again.

##### STEPS TO REPRODUCE #####
1. Get a Robot Tank and a Magnetron.
2. Kill power to the Robot Tank(e.g. sell the Robot Control Centre).
3. Get the Magnetron to pull the Robot Tank. The Robot Tank will float into the air but not move towards the Magnetron. It will just stay floating in the air.
4. Restore power (e.g. build another Robot Control Centre). The Robot Tank will fall slowly to the ground and sit there, not hovering, unable to move.

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Graion Dilach (graiondilach) wrote :

While I could confirm step 1 2 and 3, I couldn't confirm that the Robot Tank sits down with the Centre have been built.

Also used 955.

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Professor_Tesla (professor-tesla) wrote :

Are you sure you did it right? I just confirmed that when power is restored to the unit in question, it does what is described in step 4.

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Graion Dilach (graiondilach) wrote :

Tell it yourself. I can't say more what I experienced. And that's this.

http://www.youtube.com/watch?v=Ynp_d0A4UgY

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WoRmINaToR (worminator) wrote :

I have noticed some peculiarities regarding hovering units if they are lifted into the air higher than 200 or so leptons (the point where it is considered targetable by AA weapons), primarily the potential loss of movement (although this occurs at random and is hard to reproduce) and the occupation of all cells it travels over whilst in the air... meaning that every cell it travels over is then considered to be occupied by a vehicle on the ground, meaning you can't build on or move through it.

Interestingly enough, you can play snake with this hovering unit and trap itself in its own "occupied" cells, as it does not ignore the rules of normal ground locomotion whilst in the air.

This could all be the result of an issue unrelated to this one, but suffice it to say, lifting hovering units causes bugs.

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Professor_Tesla (professor-tesla) wrote :

"Tell it yourself. I can't say more what I experienced. And that's this.
"

You didn't follow the steps exactly. The steps that lead to the bug involve cutting power to the Robot Tank before it's lifted by the Magnetron, not while it's being lifted (as in your video).

EDIT: I just confirmed that the floating-in-the-air-bug also happens with non-hovering powered units and units that require an Operator.

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Graion Dilach (graiondilach) wrote :

Oh, OK. I could confirm the issue with your additional info. Sorry for misreading.

Bug doesn't happen in 0.1 P1 but do happen in rev 858 (Sorry, I haven't got a revision between the two).

Also an interesting thing: If the sitting although active hovered unit has been lifted with a Magnetron, when it becames online it goes back to the location it was originally lifted from.

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Renegade (renegade) wrote :
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AlexB (alexander-b) wrote :

I think I found the solution. Will test tomorrow.

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Graion Dilach (graiondilach) wrote :

Sorry about delay.

Renegade, thank you, I'd never figure out myself that I can download earlier revisions by using the release notes.

EDIT: Bug started in rev. 723. AlexB, I guess it's about with your fix to issue 894.

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Renegade (renegade) wrote :

Thanks, Graion.

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Renegade (renegade) wrote :

@Alex: /trunk/src/Ext/Techno/Hooks.cpp 79,6 → 79,16 of r723?
// prevent disabled units from driving around.
Sounds fitting, at least.

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AlexB (alexander-b) wrote :

Yeah, I'm there somewhere. Currently working on stopping hovering units from doing so when disabled...

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Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: AlexB
Location: trunk, r963
Commit contains DLL: No
Revision comment:
Fixed issue #1401: Magnetrons can drag disabled powered units and unmanned Operator= units.
SVN: http://svn.renegadeprojects.com/Ares/963

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: AlexB
Location: trunk, r964
Commit contains DLL: Yes
Revision comment:
Fixed issue #521: ListIndex added to [Country]. This can be used to either reorder the country drop down lists or make a country disappear without messing with the [Countries] list.
Fixed issue #1282: Walls remap to their owners instead of the current player.
Related to issue #1401: New binary.
SVN: http://svn.renegadeprojects.com/Ares/964

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YR M0ddEr (yr-m0dder) wrote :

Tested in r964

Both bugs regarding disabled robot tank and unmanned Operator unit is fixed.

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Rogan (pdrogan) wrote :

Using r964,

Steps 1-3 are now fixed.

However, I figured out how to get to step 4 and that has not been fixed yet.

"4. Restore power WHILE the robot tank is being pulled in by the magnetron. The Robot Tank will fall slowly to the ground and sit there, not hovering, unable to move."

At least its turret turns around.

EDIT: You'll have to power down and regain power again to get the tank working again.

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YR M0ddEr (yr-m0dder) wrote :

Yeah, step 4 is not fixed.

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AlexB (alexander-b) wrote :

Does this also happen in original YR?

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Graion Dilach (graiondilach) wrote :

Yes, it indeed happens in 1.001, too.

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Professor_Tesla (professor-tesla) wrote :

A bug that's pretty much the opposite to what Drogan reported also happens: if power is cut while the Magnetron is pulling the powered up unit, the MagBeam will be interrupted, the unit will slowly fall to the ground and then hover, but will still be "powered down" (i.e. be darkened, spark, and not accept any orders). This happens in revision 964. As reported by other people, the other bugs are fixed.

Revision history for this message
Graion Dilach (graiondilach) wrote :

This is also confirmed in YR 1.001... I just forgot to mention it.

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: AlexB
Location: trunk, r973
Commit contains DLL: Yes
Revision comment:
Fixed issue #1348: TogglePower does not allow powering down buildings that aren't yours.
Fixed issue #1389: EMP disables factories.
Fixed issue #1413: Iron Curtain effects on warheads will not abort if an object with 0% verses is encountered.
Fixed issue #1428: EMP does not deselect units any longer.
Fixed issue #1437: Occupier infantry now get notified a building has been warped away.
Fixed issue #1443: Animate the MultiEngineer damage cursor.
Related to issue #856: Harvesters will stop to play the ore gathering animation if under EMP. Issues bug:1389 and bug:1428 solved.
Related to issue #1401: Reworked the last fix to not interfere with radar jammers.

Updated the manual to explain The First Decade users don't need to copy any files.
SVN: http://svn.renegadeprojects.com/Ares/973

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

"Assigned fixed" -> "resolved fixed".

Revision history for this message
Rogan (pdrogan) wrote :

Robot Tank is freed from Magnetron's pull when it regained power while the Magnetron was pulling it and it can move again, fixing the fourth step.
But when the Robot Tank loses power while being pulled, it is freed from the Magnetron's pull and it can't move, but it hovers when it's not supposed to...

Tested in trunk, r1051.

Revision history for this message
Professor_Tesla (professor-tesla) wrote :

Confirmed. What Drogan says also happens in trunk, 0.1.1056.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

Reopening per latest comments.

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