Anti-collision seems not to be working.
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- Fatleaf
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Anti-collision seems not to be working.
I have noticed that when I scoop a scoopable item that an NPC was going for, no matter what distance they are away from my ship they always end up going in a straight course and ramming me. That is the case even when I scoop the item long before they do. The anti-collision seems to be switched off.
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Re: Anti-collision seems not to be working.
That could be the result of being stuck in the "scoop" AI-state.
Re: Anti-collision seems not to be working.
It may be a flaw of "working as designed".
Since they are scooping another "ship" (albeit a small cargo canister "ship"), I'd think collision detection would have to be partially or fully disabled or they'd be unwilling to complete that task.
Docking might be another example of this...both scooping and docking look like a deliberate ram, except something else besides violent nastiness is supposed to happen at or before the moment of contact.
Since they are scooping another "ship" (albeit a small cargo canister "ship"), I'd think collision detection would have to be partially or fully disabled or they'd be unwilling to complete that task.
Docking might be another example of this...both scooping and docking look like a deliberate ram, except something else besides violent nastiness is supposed to happen at or before the moment of contact.
- Eric Walch
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Re: Anti-collision seems not to be working.
With all behaviours, collision-pre-warning is disabled for the primary target itself. Or, indeed, scooping or docking would become impossible.Switeck wrote:Since they are scooping another "ship" (albeit a small cargo canister "ship"), I'd think collision detection would have to be partially or fully disabled or they'd be unwilling to complete that task.
When two ships go for the same pod, they should get a warning about an imminent collision between them. I just think they have no time to react in time.
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Re: Anti-collision seems not to be working.
They have collision detection disabled for their primary target, but not in general. If they got their primary target switched to the player in a way that didn't shake them out of scoop mode, that could do it.Switeck wrote:It may be a flaw of "working as designed".
Since they are scooping another "ship" (albeit a small cargo canister "ship"), I'd think collision detection would have to be partially or fully disabled or they'd be unwilling to complete that task.
Docking might be another example of this...both scooping and docking look like a deliberate ram, except something else besides violent nastiness is supposed to happen at or before the moment of contact.
Entirely possible with scripting or particular combinations of AI commands, so it should probably check that its target is still isCargo on each frame. I'll fix this in trunk tonight.
(I can also see how the injector use when scooping from the other thread is happening, so I'll fix that as well)
- CommonSenseOTB
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Re: Anti-collision seems not to be working.
I'm not sure if this is entirely related, but in my testing of late, I've noticed at least 5 or 6 instances where I could shoot but not scoop the cargo pods from a cluster of them(probably from the same ship each cluster was). I could also fly right through these pods as well. I'm currently using trunk with the crosshair code change(revision 5016?). Hope that helps. Nothing in the logs.
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