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 Post subject: Named areas broken in new Sorona
 Post Posted: Wed Jun 03, 2015 1:46 pm 
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Joined: Thu Apr 23, 2009 5:45 pm
Posts: 8992
We just discovered that we had forgotten to move the NamedAreas on the new Sorona. The result is that they were all displaced, mostly horizontally. This is still the case in 2.10 beta 2, which we are currently uploading.

This results in random bot bugs. Most notably that bots can get stuck above the drillcore. They sometimes refuse to jump since they are in the NoDoubleJump area already. This area should normally only affect bots who are in the jumppad.

Obivously this will be fixed in 2.10, but it isn't fixed in 2.10 beta 2.


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 Post subject: Re: Named areas broken in new Sorona
 Post Posted: Wed Jun 03, 2015 2:11 pm 
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Joined: Mon Sep 02, 2013 5:16 pm
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Location: Dænmårk
Could this be fixed as well?

Ignotis wrote:
Image

There shouldn't be a named area there. (center bottom)

Also, a request. Currently, there is no easy way to check whether turrets are down. The closest we get are a few named areas in the droppod area so bots can check them when they initialize. Some maps, such as Ribbit IV, have the named areas extraOneUp1, extraOneUp2, extraOneDown1, and extraOneDown2 placed at the turrets. I request that Ronimo add those named areas to every map so bots can register which turrets are down as they pass through them.


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