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    Bannable offmapping

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    • JipJ Offline
      Jip
      last edited by Jip

      I've looked into it.

      Six years ago we introduced the logic to immediately destroy an air unit as it crashes outside the map:

      • https://github.com/FAForever/fa/commit/73fd211c74f0934b6fd71296688a80de8d843768

      This was to fix a bug related to intel, where the OnDestroy of a plane was not properly called in the situation where the plane crashes outside of the map where there should be 'water'. The plane sinks indefinitely as there is no ocean floor. Which I suspect causes #848 where you can get infinite intel.

      I can reproduce this by reverting the commit, add logging and then make a plane crash outside of the map.

      The fix is not as simple as just warping the wreck back into the playable area. Take as an example a campaign map: the playable area can be extended / shrinked and therefore warping the wreck is 'incorrect' and will break immersion.

      I'll have to think it over.

      A work of art is never finished, merely abandoned

      maudlin27M 1 Reply Last reply Reply Quote 2
      • MachM Offline
        Mach @maudlin27
        last edited by Mach

        @maudlin27 said in Bannable offmapping:

        Drones requires UEF (1 faction out of 4), factory attack move only increases the reclaim range so it's still possible it is out of reach of it, although admitedly I expect I would struggle to find a map/scenario where it's impossible.

        you can always get a teleport upgrade to reclaim, yes it costs a lot, but wreck can be worth even more, and you keep the teleporter after reclaiming the wreck anyways

        I doubt it is possible to have a wreck fall in location that even teleporter can't reach

        1 Reply Last reply Reply Quote 0
        • maudlin27M Offline
          maudlin27 @Jip
          last edited by

          @jip If there's a concern it'd break immersion on campaign maps to keep wrecks inside the playable area then one option could be to check at the start of the game if it's a PvE game or alternatively if it's a campagin map (I'm assuming the former will be easier than the latter unless there's already a field indicating if it's a campaign) so wrecks are only moved if its PVP, coupled with only doing this for high mass value units.

          M27AI and M28AI developer; Devlogs and more general AI development guide:
          https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
          https://forum.faforever.com/topic/5331/m28ai-devlog-v150

          1 Reply Last reply Reply Quote 0
          • JipJ Offline
            Jip
            last edited by

            I was thinking of a similar flag, I'll think about it and see if I can add it to the patch of the 28th.

            A work of art is never finished, merely abandoned

            1 Reply Last reply Reply Quote 1
            • ? Offline
              A Former User
              last edited by

              Can't aircraft just decelerate when approaching map edges?

              K 1 Reply Last reply Reply Quote 0
              • MachM Offline
                Mach
                last edited by

                also imo it should effect all wrecks, not just x mass value ones, makes no sense to have more arbitrary mechanics that only effect certain things under certain conditions

                maudlin27M 1 Reply Last reply Reply Quote 1
                • maudlin27M Offline
                  maudlin27 @Mach
                  last edited by maudlin27

                  @mach I agree affecting all wrecks would be better, but if it would have a performance impact (even if very small) then it becomes a cost:benefit scenario.

                  Thinking about it more I expect it probably wouldn’t have a notable impact as you’d only need up to 4 number checks per wreck (ie checking if x and z values are inside the playable area) to determine if it’s off-map, compared with checking the wreck mass value, and anything after that wouldnt matter due to how rare it is for wrecks to be off-map.

                  However Jip would be far better placed than me to conclude on if performance would be a concern

                  M27AI and M28AI developer; Devlogs and more general AI development guide:
                  https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                  https://forum.faforever.com/topic/5331/m28ai-devlog-v150

                  1 Reply Last reply Reply Quote 0
                  • C Offline
                    Cyborg16
                    last edited by

                    Just ban maps where you build bases right at the map-edge. Simple.

                    (Yes, quite a lot of popular maps need fixing! Arguably, it's already broken having a completely arbitrary wall limiting base expansion and air fights.)

                    1 Reply Last reply Reply Quote 0
                    • TheWeakieT Online
                      TheWeakie
                      last edited by

                      You just suggested to ban 95% of all maps

                      1 Reply Last reply Reply Quote 3
                      • K Online
                        Katharsas @Guest
                        last edited by

                        @melanol said in Bannable offmapping:

                        Can't aircraft just decelerate when approaching map edges?

                        Specifically, if map edges had a zone that dampens any movement towards the edge (ONLY towards the edge, so only changing one of the speed vector's components), that should not feel too immersion breaking.

                        Ideally, maps would be designed with that zone in mind, but if the zone is not too big it should not affect existing maps too much.

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