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Creep path movement bug


<p>After updating some files to 7057, the towers can no longer block the creep&#39;s path, which is correct. Although the creeps will occasionally choose a path that goes through the towers. The best way to replicate this is to play a level &quot;without rails&quot;. I found that trying to block the creep&#39;s path is the quickest way to make them go through the towers.</p> <p>&nbsp;</p> <p>Thanks for updating ScriptTD and fixing all of the other issues! :)</p>

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Closed Dec 31, 2011 at 2:44 AM by
1.3 released.


Chr0n1x wrote Oct 20, 2011 at 2:28 PM

So you're saying that if you place a tower in the path the creeps are taking, they will all continue to move over it? Does this still happen to creeps who haven't spawned yet?

Cod3r wrote Oct 23, 2011 at 5:16 PM

I've attached an image of the problem. The creeps just go through finished towers.

Cod3r wrote Oct 23, 2011 at 5:27 PM

This may need a new issue number, but I've also noticed that after selling a tower a new one cannot be placed in the same spot.

Otsegoamigo wrote Nov 20, 2011 at 10:16 AM

I have easily replicated all of these problems in just a few minutes playing the game.

Using the strategy of tower lines with alternating openings on each side causes the bug seen in the attached picture.
This happens with all tower types, not just one.
On all maps, not just one.
With all creep types, not just one.
And once it happens, it continues to happen with all succeeding waves.
In most of the cases I have seen, the creeps will, at first, walk between the last two towers in the column, effectively skipping only one tower. Future waves will also tend to cut past more than just one tower. Although, each succeeding wave does not always necessarily skip one extra tower every time. Only sometimes do the wave jump from skipping one tower, to two, or three or four or more. I have not tested this long enough to see if the creeps will eventually skip the entire first line and begin skipping the second line. From what I have seen so far, they only attempt to walk between towers consisting of the first column.

I think the details for this item should be edited, this is not a Low impact bug. The creeps behaving correcting and not walking through tower is fundamental to the game.

I also have noticed that selling a tower makes the sold tower's position on the map incapable of having another tower built on top of it. So, the square is dead once a tower is sold off of it. This also seems fundamental to the game for me. I do think it merits opening a new issue.

Chr0n1x wrote Nov 20, 2011 at 12:20 PM

I didn't get a chance to properly look at this, and I've been doing exams which finish soon. Increased to high impact, and assigned to myself for v1.3.

Chr0n1x wrote Nov 20, 2011 at 3:14 PM

Added issue for the sold tower bug. [workitem:7472]

Otsegoamigo wrote Nov 21, 2011 at 6:44 AM

Thanks for the swift response. I was just trying to be very clear and thorough and helpful. I am really enjoying doing some graphic and audio work modifying this game, and even some very minor programming. So, I just created a codeplex account and thought I would try to elaborate more on what problems have been found in the game.

Cod3r wrote Nov 25, 2011 at 7:24 AM

The issue that occurred while selling a tower was fixed in rev 71044.

Chr0n1x wrote Nov 25, 2011 at 1:45 PM

So just to clarify, the issue where creeps move through towers still exists?

Cod3r wrote Nov 25, 2011 at 9:46 PM

Yes, the creeps are still going through the towers.

Chr0n1x wrote Dec 10, 2011 at 2:16 AM

I fixed this in rev 71348. (The pathfinding bug)

Can someone who encountered the issue please verify that this is completely gone using that revision of the source code? You should only need to replace GameSession.cs to get the fix. I have no idea how I caused that issue, but sorry about that.