Units mind-controlled by a parasite shouldn't draw the MC line

Bug #895037 reported by Marshall
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
DCoder DCoder

Bug Description

Units mind-controlled by a parasite are marked as 'normally' mind-controlled and the MC line is drawn between the unit and the point where the parasite entered the unit.

This would be better if the unit were marked as permanently mind-controlled with no MC line.

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Marshall (m-edward) wrote :

Actually, it might be better if the weapon/attacking unit could decide if the links are drawn or not. For example, I have a Psychic Amplifier with a hundred MC links - that slows the game down a lot when all those links are visible.

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

What happens to the MC link when the parasite is evicted from the host?

Proposing

[Unit]
DrawMCLinks = (always|selected|victim|never)

"always" would logically refer to drawing the links all the time, so every player would see them, which will most likely cause lag.
"selected" (default, like right now) is a special case as is: when the source of MC is selected, links are drawn to all of its victims, when a victim is selected, only the link from it to the source is. That can be changed if necessary, although I can't see that being needed.
"never" is just that - never drawing the link at all. This is kinda unfair to the victim player, not knowing who is controlling their unit. Therefore
"victim" is also an option, meaning when the victim(s) of this unit get selected, links from them still get drawn, but selecting the source unit doesn't draw any links.

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Marshall (m-edward) wrote :

As far as I know, MC parasites cannot be evicted because the unit changes owner so repair vehicles can't target it. Not sure what happens if the capturing player repairs it. Needs testing.

Proposal sounds good.

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DCoder DCoder (dcoder1337) wrote :

Remember that any Sonic=yes warhead will detach a parasite as well as a repairing one.

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Marshall (m-edward) wrote :

I've finally tested this. Neither Sonic weapons, Repair IFV nor Repair Depot cause the MC parasite to be evicted. Whereas non-MC parasites are evicted by all of the above.

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mireazma (mireazma) wrote :

This is also useful when you have cloaked yuris ;)

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Renegade (renegade) wrote :

Closing as suspended since feedback has been requested and there was no activity on the issue since 14.10.08 13:51.

Issue will be of lower priority if re-opened.

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Marshall (m-edward) wrote :

Thought sufficient feedback had been given? No word from D on this.
Can we get some feedback on what further feedback is wanted?

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Renegade (renegade) wrote :

I've taken the tag off for now; don't take this as an offense, you'll see I just did this to a lot of bugs (see updated post on the Main view of the tracker).

This is more of a question of keeping bugs alive. If you're behind this and willing and all, all is well. It's just that we also have a bunch of issues by one-off or anonymous users who never returned, or comment discussions which just died with no consensus or clear options.

We can't keep all issues open forever, hence this new policy.

As said, no offense intended, and if you're here to work with, there's no problem.

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

Code related to this issue has just been checked in; DCoder wrote in revision 233:
Lots of changes. Wheeee. Refactored all applicable things to use the new INI parsers. Etc.

#633 - Changed to use HouseClass indices, refactored some code into template. (Will post the missing sections for transcription tomorrow.)
#662 - Improvements in lag handling, but still unusable.
#423 - Significant progress towards saving/loading right.
#462 - Should fix the parasite slots.

Resolved issue #628 - crash on exit.
Resolved issue #658 - Cancel buildable Conyard IE.
Resolved issue #653 - PowerToggle IE on empty ground.
Resolved issue #472 - WarpAway deglobalized again.
Resolved issue #189 - Customizing Electro death animation.
Resolved issue #367 - Mind control parasites should now be moving in sync with the host, so the link will not draw back to the original capture point.
Resolved issue #193 - 128 characters limit on tags - added map action/event/trigger support.
Related to issue 633,662,628,658,653,472,189,367,423,462,193 .
SVN: http://svn.renegadeprojects.com/listing.php?repname=Ares&path=%2Ftrunk%2F&rev=233&sc=1

Revision history for this message
Renegade (renegade) wrote :

Setting to resolved as per rev. 233 commit message, mirrored above.

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Professor_Tesla (professor-tesla) wrote :

This feature doesn't seem to work at all. The Mind-Control line is still drawn from the original capture point.

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Renegade (renegade) wrote :

Reopening as per comment above.

Revision history for this message
Marshall (m-edward) wrote :

Just fyi, we don't actually need to worry about the link for MC-parasites anymore, because you can just use MindControl.Permanent and the link never gets drawn (and there's no use whatsoever for having a non-perma MC-parasite)

Although
DrawMCLinks = (always|selected|victim|never)
would still be nice for other uses.

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

Code related to this issue has just been checked in; DCoder wrote in revision 294:
Fixed issue #367 - units MindControlled by parasites no longer draw links back to their capture point.
Fixed issue #743 - Infantry with MovementZone=AmphibiousDestroyer no longer trigger EnterWaterSound/LeaveWaterSound when being transported over transitions between land and water.
Related to issue 367,743 .
SVN: http://svn.renegadeprojects.com/listing.php?repname=Ares&path=%2Ftrunk%2F&rev=294&sc=1

Revision history for this message
Marshall (m-edward) wrote :

Turns out the latest code change hasn't worked.

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Professor_Tesla (professor-tesla) wrote :

Confirmed - it still doesn't work.

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

Yeah, I'm pretty sure I now know how badly broken it is - when the parasite launches at the enemy, LimboLaunch takes it off the map into the so-called Limbo layer and replaces it with the projectile. When it hits the victim, the delivery mechanism applies MC before parasite logic, and since Westwood had a strict policy of not applying multiple effects on one projectile, it ends before un-limboing the parasite or attaching it to the victim. So the parasite remains in limbo for the remainder of the game without infecting the victim - it cannot be extracted by the sonics, nor disposed of in a repair bay. After the victim dies, the parasite stays in limbo until you close the game. Ain't that fun.

I can modify the logic to not draw links, but changing it to actually restore the drone onto the battlefield would be a tad trickier.

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

Code related to this issue has just been checked in; DCoder wrote in revision 300:
Fixed issue #367 (for real this time) - units MindControlled by parasites will no longer draw MC links to their original capture point (or to anywhere at all).
Part of issue #745 - hires modes are enabled independently from AllowHiResModes setting, any net limitations based on that flag should be removed.
Fixed issue #746 - Parasites caught in falling airborne units (Nighthawks, etc.) will jump out midair, fall down and explode.
Related to issue 367,745,746 .
SVN: http://svn.renegadeprojects.com/listing.php?repname=Ares&path=%2Ftrunk%2F&rev=300&sc=1

Revision history for this message
Teleros (teleros) wrote :

"I can modify the logic to not draw links, but changing it to actually restore the drone onto the battlefield would be a tad trickier."

Would you even want the parasite to leave the mind-controlled target anyway? How would it work?

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

This works as intended, as far as I can tell. Mind Control links are no longer drawn for a unit Mind-Controlled by a parasite.

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