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Closed Beta V4.1 HotFix Ground Combat


OldGator6

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I would have given a screen shot, but I didn't get one. No save file either.

What is on the screen is Alien Turn and the big box saying Hidden Action. The screen is locked up so I'm going to try and describe the situation from memory.

On the alien's last turn 4 of them showed up. One moved through view in the lower right and is now behind a shipping container out of my sight. Two more aliens are already dead. There are supposed to be 8 Soldiers in the Dockside scenario. Area top right is cargo in boxes and stuff. There is one alien on the far side of that storage zone, with more storage beyond him. I think he shot and wounded one of my soldiers who had a shotgun. Two more aliens are out on the road going to the top left. I'm not sure if my soldiers have wounded any of them yet.

My turn. My troops have quite a few stun grenades but no smoke grenade that I can see. My wounded soldier with the shotgun attempts to throw a stun grenade at the two aliens up the road from him. The grenade only goes half way and hits one of the concrete thingies. I throw a second stun grenade at the alien hiding in the lower left. That one explodes just at the lower end of the cargo contain he is now hidden behind. I set some of my soldiers to target the stun gas (probably just 1) and some at the upper end of the container if he comes around to shoot my wounded shotgun soldier. I moved my wounded soldier from the bottom corner of the box he is using as cover to the lower left side. If I had a screen shot you could see him below the Hidden Movement box. I probably had other soldiers attempt to kill the alien in the upper right of the screen, but all I killed was a box. I can't say which of my troops still has movement points to do over watch. This is either the second or third turn after my troop arrived.

Two aliens were in sight when the plane landed and one of them shot and wounded my sniper before my turn really started, so while all 8 of my soldiers are still alive, there are all right near the plane.

I think I've fully as possible described the situation at the start of the alien's turn. Not sure now if the alien in sight on the top right has taken his turn yet. If he did, he missed and my people missed as well. The alien on the bottom left has not shown up or done anything as far as I can see. One of the two aliens standing on the road to the top left runs into the stun gas and collapses. At this point the combat locked up. I assume the code to let the aliens fight can't decide on an action and so just stops.

This is not the first time the aliens have locked up because they don't seem to know what to do. First time today though. I doubt this will be of any use in trying to fix the problem. I assume the other alien on the road in the top left is having it's turn but it could be any of the other three.

Have fun with this Chris.

 

I didn't end the game which is stuck on Alien Turn. What I did learn is that while the WASD keys don't scroll the screen to I can look at other parts of the scenario, moving the mouse cursor to the screen edge does. That left me check my facts above.

In the top right there is one dead alien and another who is alive and arrived on their last turn.

There are also two alien bodies on the ground in the lower left. I only remember killing one, not sure where the second came from. All I can see of him is two lower legs. He could have been affected by the Stun gas which is near him. If you are trying to determine which Dockside Scenario I'm playing there is a road with a blue truck on the right side which turns and goes to the upper right. The storage area at the top right is walled. The two aliens on the road came out of that area.

It is possible that the other alien body in the lower left is the one I thought trapped further up the screen above the stun gas. There are only two aliens currently visible on the screen. 4 aliens are down {dead or sleeping/stunned} but that still leaves 2 more who could be trying to decide their next move someplace I have not seen them.

Edited by OldGator6
New evidence.
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Thanks both. I sat down and tried to reproduce this one and I can't get it to happen; I've thrown quite a lot of stun gas at quite a lot of aliens without much joy - sadly I don't have a way to force the AI to do a certain series of actions so I can't check your theory that it happens if the alien gets stunned on the tile where it's trying to shoot. I'll raise it with the coders tomorrow and see if they've got any ideas, but I'm not sure what the next steps are right now.

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Well in the case of my game, it was not at the end of a turn. I did find the screen shot I took which didn't get recorded. That is a GOG problem, so not your fault, as wulf 21 pointed out. I have had a similar problem before but not with Sebillians. The one thing I noticed was that my soldiers ran way from the aliens so they lost visual contact. In one case my soldier bled to death before I could try to use a medic. In the case of the stun gas being used, the gas clouds and cargo containers were hiding a couple of aliens, but one was still out in plain sight. Unfortunately that one didn't show within the screen shot. Still, I'm wondering if the disappearance of targets is confusing the alien AI.

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So I did actually manage to reproduce it once by accident this morning when I was working with our 3D artist to try and fix an animation issue; I've got the developer logs from it but I've not had a chance to dig into it with the coders yet. At the very least it's good to know that it can be reproduced in the Unity editor as that will make it much easier to find / fix than if it only existed in the build, it's just a shame that it's not something I can reproduce reliably!

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Don't know if this still helps at this point, but here is another occurence. Game locked up again after alien walked the path marked with arrow and then dropped unconscious. Of course, I don't know if I'm right with drop unconscious on same tile as shooting theory. But what can be seen in the logs again is that one animator started the dropunconscious animation. Then the same animator gets set into shooting state after that:

2019-04-23 21:27:57,924 [INFO] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.43.1\Assets\Code\Screens\GroundCombat\Systems\Rendering\AnimatorSystem.cs:223) 
Setting DropUnconscious on Animator for 4709 to True

......

2019-04-23 21:27:58,089 [INFO] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.43.1\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:681) 
Handled global::Xenonauts.GroundCombat.Events.AnimatorTriggerCommand: Actor: 4709, Trigger: ShootingState, Active: True, Sticky: True

Attached: output.zip

Screenshot:

2019-04-23_2132_1.thumb.png.cb731d528677fd48ea3cb8ca7a9dd429.png

Edited by wulf 21
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