Odd Things About the Myth Engine

A forum for discussing map making ideas and problems for the Myth series.
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Pyro
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Odd Things About the Myth Engine

Post by Pyro »

I am using the Myth 2 1.6 build 286 update and I found a possible bug with PC's Fear. I'm wondering if a Mac's Fear user might find out if it does the same for them.

I have a unit like a ghol that can pick up small projectiles. I didn't want it to pick up this one projectile so I made that one projectile's volume into unwieldy instead of small. But still, this unit can pick it up. I then duplicated the projectile and used that tag instead. It worked. So if I ever wish to edit the volume of a projectile. I have to edit the projectile tag then duplicate it and get rid of the original.


I found an odd thing with scripting or at least it seemed at first. This isn't a bug but it could be depending on your point of view and situation.

I have a unit that will be given a projectile through scripting at a certain time. If I select the unit and click on the projectile, it will of course walk towards it. I hit the spacebar to stop it from reaching it. Sometime after that it's time for the script to give the unit the projectile. Instead of the projectile magically being grabbed by the unit without moving, the unit walks towards it and picks it up. If I don't select the unit and make it go pick up the projectile and stop before the script activates then the projectile is grabbed by the unit without moving.

Though later I found out this isn't a scripting thing at all. If I select the unit, click on the projectile, stop it in its way towards it, and press T for its reflective attack it then (after doing the reflective attack) walks towards the projectile and picks it up. It does the same if instead of pressing T for its reflective attack I press U for its taunt.

So this would have to be something part of the Myth engine and not Fear and Loathing.

Anybody else know any odd behavier in the Myth engine or wierdness with Fear and Loathing?

EDIT: I was wrong about the scripting one. The unit didn't do it due to the script but because some projectile made it flinch. Seems that if a unit is told to grab a projectile or artifact and told to stop it will continue its old command if made flinched from being attacked, healed, confused, paralyzed, etc.
Myrd
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Post by Myrd »

Sucks. Kind of like if you tell a dwarf to attack ground some distance away, causing him to start walking there, if you press T he doesn't drop the satchel.

Unfortunately, unless this is a new bug (doubtful), we won't fix it for 1.6 (since the code is very sensitive, and we don't want to accidently introduce new gameplay bugs this close to release).
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Pyro
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Post by Pyro »

Oh, I'm not asking for it to be fixed. I just never knew of it. I loaded 1.3 and it is an old bug. I didn't even know about the dwarf being told to attack and ignoring when told to use the special attack. This too is an old bug.
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Post by Graydon »

Nice finds Pyro.

Not sure about a solution to the first issue, or whether it happens on the Mac end, but for the other issue a simple fix (providing the units in question are scripted) try adding a 'GENE. Stop Unit' into the same line of ACOS that triggers your CTRL. Maybe put a .3 second delay on the CTRL itself to ensure the unit has indeed stopped and doesnt have any commands. Should work.
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Pyro
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Post by Pyro »

Well fortunately I don't have such an issue... it was just something I had found while working on my plugin.
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