AttachEffect still applied on underground units

Bug #1923370 reported by C&C Dune Mod
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Bug Description

I have a subterranean unit using a weapon hooked up to AttachEffect animation's TrailerAnim to damage its surroundings (because AttachEffect animation weapon is not working, but that's a different bug).

When the unit is above ground it damages things in 3x3 cells, as expected.

But when it digs underground it shouldn't do that anymore, yet anything it passes under still gets damaged.

I'm already using AttachEffect.DiscardOnEntry=yes, so I'd expect the AttachEffect to disappear until the unit comes back up. Or at the very least not affect anything.

Side-note: I also have Ripple.Radius=8 and IonCannon.Ripple=8; the ripples keep spawning on the unit when above ground as expected but are not visible above ground, also as expected.
So why is damage still applied?

Revision history for this message
mevitar (mevitar) wrote :

AttachEffect.DiscardOnEntry=yes applies to objects entering transports, not moving underground. Subterranean movement is just another type of movement, the unit does not vanish from the map and doesn't enter anything, so the tag does not apply to it.

TrailerAnim= on an AttachEffect animation works properly only when the object is guaranteed to be always on the ground level. But on an AircraftType (and i think on a jumpjet VehicleType too), it will always detonate on the unit's "feet" (which means that if the unit is flying, it won't fall to the ground, but detonate inair). Thus, it doesn't surprise me that it also works erroneously for subterranean units.

If you need to use anything for AoE damage, use a weapon on the AttachEffect animation (which does work, i'm using it in several places).

Either way, subterranean behavior was not updated since TS, and thus, it works incorrectly even with vanilla RA2/YR logics (like radiation or open-topped). You'll probably have better results by simulating underground movement through unit-to-unit conversion than using actual underground movement.

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