#Placing walls on lab bug/exploit.

1 messages · Page 1 of 1 (latest)

quasi nymph
gusty moth
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Oh, I think I actually know how to reproduce it...

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Okay, I don't actually know how to cover the full thing

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But I happen to know who does! @sick scaffold, how do you actually do this? It should probably be fixed

sick scaffold
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is feature

quasi nymph
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so teach me master

sick scaffold
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alright

gusty moth
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lmao what the hell?!

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cancelling the produced unit messes with what's buildable on it?!

sick scaffold
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unit need space to place so it will open a couple secs for u

gusty moth
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yeah, I get that

sick scaffold
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but i only need that couple secs so

gusty moth
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still... lmao

sick scaffold
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i cancle it

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u can do this when ur building the last t2 con

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then eat it immediately

gusty moth
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@raven pier this sounds right up your alley, and if not, you'd probably know whose alley it is

forest rivet
raven pier
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and that is what you are seeing at play

gusty moth
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This also has another symptom: you can use this to make two gantries face each other, then the units made in both gantries will just happily walk through red quads of the nano turrets to safety. Reproducer replay on the latest engine test version. I was going to make another thread, but balked on coming up with a title for this silliness

I get that they probably shouldn't start in the red quads in the first place, so I would say we only need to fix the actual placement-on-gantry logic.

cc @half pulsar

half pulsar
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@gusty moth @raven pier the fixes for both gantry and vehicle labs should be done gameside.

sick scaffold
raven pier
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its very known to me

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in terms of the issue
but its a much larger issue to resolve
and to make sure the buildings that are accfidently built can be relcaim
it invovles jank for the colvols that i wanted to avoid

sick scaffold
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its pretty fun to build with this trick

raven pier
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its a mess with footprints

half pulsar
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Shame I haven't got around to implementing YARDMAP_WALKABLE (walkable, not buildable)

raven pier
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it would help a lot

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because otherwise i would have to make sure that the core bot factory could only push units out in one direction

half pulsar
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I think there were issues with trying to implement it due to how the engine works.

half pulsar
half pulsar
raven pier
half pulsar
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For the gantry you have to either widen the yardmap's open/close area, or use a small movedef for the units. Vehicle lab, you can move the spawn spot further forward by 1 elmo.

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That will allow units to escape normally - except if a building has been built there.

raven pier
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the movedeff isnt really a solution for the units as its already extremely small on the large t3
and that comes with some rather big consiquences currently
in fact during the movedeff merger
the maurader had its merger done due to a bug report about how its stacking too closely

gusty moth
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Might be time to reconsider turning the T3 Gantry into a T3 Combat Engineer, then? Behemoths already don't fit in their gantry, right?

raven pier
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it actually resolves a lot of issues

half pulsar
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Then expand the factory's build area in the yardmap.

raven pier
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on the movedeff and footprint side it fits
on the model size it doesnt fit

half pulsar
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I thought the issue was that it is starting in a red quad?

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The movedef and yardmap are the two things that determine that.

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If the unit is spawning in a red quad, then it doesn't fit.

raven pier
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so t3 labs have multiple issues with our largest units
this is a side issue but not relevant to the bug report itself
ill check the movedeffs and footprints in a second

half pulsar
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Vehicle labs also need fixing.

gusty moth
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I'm pretty sure I've also seen people mess up their shipyards, maybe even airlabs, by accidentally making nanos within them, this bug/exploit being the likely cause.

raven pier
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its all lab s

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its doable with all of them

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and thats a small part of the pancake issue

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@gusty moth its a number of problems at the same time
the first issue is that we actually need to make the larger t3 movedeffs larger due to a few edge cases known to me
plus it looks really bad when there is a large amount of unit clipping (there is another method i think that i can use here that doesnt involve movedeffs but that is somehting i dont want to do)
we have hte issue of people building inside of their labs which has its own set of requirements to make work
a lot of the non logic solutions ive seen either introduce jank or have some massive tradoff consiquence for other situations

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its not that i dont want to fix this issue

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its just that the non logic solutions dont work

gusty moth
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define "non logic solutions"?

raven pier
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line code edits

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state conditions

sick scaffold
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i also found a funny things

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guess how many here

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well nvm i lost the picture

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i remeber it was 200 fake com here

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they stably stick together like a blackhole