Experimentals in water

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Experimentals in water

Postby Ecthelon » 07 Jun 2018, 11:28

What's the deal with making experimentals behave in water?

I've made a map and the water is about half the depth of a megalith, so it clearly sticks out of the water. It can shoot at enemies but they can't shoot back.

How do I solve this? Making the water deeper is all well and good but you can still achieve the same thing on the ramps out of the water. Is this unavoidable?
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Re: Experimentals in water

Postby Ecthelon » 07 Jun 2018, 11:30

Also as a follow up question how deep does water have to be to submerge experimentals?
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Re: Experimentals in water

Postby keyser » 07 Jun 2018, 14:49

"Increased the depth at which Megalith and Ythotha appear to be submerged in water instead of walking on land"
https://github.com/FAForever/fa/blob/de ... angelog.md

this was made to avoid them being shallow water and shooting unit that doesn't have water vision without being shot back.

iirc this make mega not tagetable by torpedo until it is well well submerged. But it should be targetable by direct fire unit.

can you define ennemies ? boat ?
if you want to have some fun reading the story of fixing the bug. https://github.com/FAForever/fa/issues/763
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Re: Experimentals in water

Postby Ecthelon » 07 Jun 2018, 14:56

I tried a gatling bot and megalith on land shooting at a megalith in the water. They wouldn't fire at it unless they had it on sonar but it could fire at them.

At times it seemed inconsistent. At one point the land units did shoot the megalith as it was moving around in the water for a second but I couldn't get it to happen again.

I tested it more and monkeylords can also fire from the water without penalty unless they are picked up on sonar.

That bug sounds like what Im seeing.
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Re: Experimentals in water

Postby keyser » 07 Jun 2018, 15:28

yeah weird it was supposed to be fix by the commit i showed you and was tested (by me especially).
you are using actual version of the game ?
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Re: Experimentals in water

Postby Ecthelon » 07 Jun 2018, 15:39

Yeah I've made the map in the FAF map editor and then playing it from the FAF client. Maybe making the water shallower will fix the problem for this map?
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Re: Experimentals in water

Postby svenni_badbwoi » 11 Jun 2018, 11:48

Ecthelon wrote:Also as a follow up question how deep does water have to be to submerge experimentals?

Hi, here are some unit heights: ACU 3, Fatboy 3, ML 5, Scathis 6 ,GC 8, Megalith 8, Ythotha 9
If you want to cover/block a unit, add at least one grey step.
To cover all experimentals do something like that: Ythotha = 10 (9+1) > water 60, main terrain 70, hills 80 grey
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