MantisBT - VCMI
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0000785VCMIGUI - Battlespublic2011-08-05 19:502014-05-30 17:41
lssjbrolli 
Tow 
normalminoralways
closedfixed 
 
0.89 
0000785: using catapult on non-wall hex
if you are using catapult onto a non-wall/tower hex it passes the turn of catapult.
message in console:

For the hex position 96 is no curve defined.For the hex position 96 is no curve defined.
No tags attached.
related to 0000783closed beegee sound missing when using catapult 
related to 0001014closed beegee Catapult can't shoot on castle gate 
child of 0001065closed Dydzio H3-VCMI discrepancies regarding wall/turret sections which can be targeted (and related errors) 
Issue History
2011-08-05 19:50lssjbrolliNew Issue
2011-08-05 19:50lssjbrolliStatusnew => assigned
2011-08-05 19:50lssjbrolliAssigned To => Tow dragon
2011-08-05 21:00majaczekNote Added: 0001913
2011-08-05 21:02lssjbrolliNote Added: 0001914
2011-08-06 07:31WarmongerRelationship addedrelated to 0000783
2011-08-06 10:25beegeeAssigned ToTow dragon => beegee
2011-08-06 15:07majaczekNote Added: 0001920
2012-02-27 12:27WarmongerAssigned Tobeegee => Warmonger
2012-02-27 12:27WarmongerAssigned ToWarmonger => beegee
2012-03-30 21:39TowNote Added: 0002320
2012-03-30 21:39TowStatusassigned => resolved
2012-03-30 21:39TowFixed in Version => 0.89
2012-03-30 21:39TowResolutionopen => fixed
2012-03-30 21:39TowAssigned Tobeegee => Tow
2012-03-30 21:39TowCategoryMechanics - Battles => GUI - Battles
2012-03-31 08:56majaczekNote Added: 0002323
2012-03-31 08:57majaczekNote Edited: 0002323bug_revision_view_page.php?bugnote_id=2323#r1554
2012-04-01 12:48TowNote Added: 0002329
2012-09-01 21:08ZamolxisRelationship addedrelated to 0001014
2012-09-01 23:31ZamolxisRelationship addedchild of 0001065
2014-05-30 17:41beegeeStatusresolved => closed

Notes
(0001913)
majaczek   
2011-08-05 21:00   
funny :)
catapult use balistics curve calculation.
sadly it's defined only for wall hexes. (calculations are optimised to be simple)
it should be addded the tower or changed to dynamic calculation
(0001914)
lssjbrolli   
2011-08-05 21:02   
the problem is that if you click somewhere else beside wall or tower it passes the turn of catapult like it shooted
(0001920)
majaczek   
2011-08-06 15:07   
yeah i know the error makes action with the problem suspended as much of error handling in vcmi (if it were assertion you would get crash here, this way it's much better but still wrong)
(0002320)
Tow   
2012-03-30 21:39   
Fixed in r2599.
(0002323)
majaczek   
2012-03-31 08:56   
(edited on: 2012-03-31 08:57)
Note that some officail wog scripts make use of catapult as non-siege weapon (for attacking units), so inability to attack non wall hex shouldn't be hardcoded (at least outside siege, well we can make "issiege" a switch for handling of catapult unit, so we "probably" can keep this resolve for siege, and treat catapult similairy to ballista if "summoned" outside siege)

PS: I'm Curious when or whether erm handling (we currently have an interpreter but non-variable-based commands doesn't do anything yet) of official scripts will have bugs in VCMI, while they oryginally worked (almost) flawlessly in WoG. Also there many hack-based approaches in unofficial scripts which aren't !!UN:Cvar1/var2; (but use "standard" commands in non-standard way) but probably wouldn't do desired effects in VCMI (one hack I use in my script is to disable commander support somewhere near begining of battle and enable later - this way I can override in-battle mechanics of commander but keep all hardcoded prebattle postbattle and out of battle mechanics including leveling but funny there's technically no commander inside battle which serves my purporse) I wonder what hack resort others when they can't get exactly what they want using standard way.

(0002329)
Tow   
2012-04-01 12:48   
"Note that some officail wog scripts make use of catapult as non-siege weapon (for attacking units), so inability to attack non wall hex shouldn't be hardcoded"

Vanilla H3 already has a unit that can both attack walls and other creatures — Cyclop Kings. I just checked them and they are handled by GUI properly. However game crashes as soon as they shoot... I will fix it soon. :)

"I'm Curious when or whether erm handling of official scripts will have bugs in VCMI"
Certainly. What big feature was implemented without bugs? I try my best but they just happen. :P