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Tanoa forest paths detected with nearRoads, but isOnRoad and roadsConnectedTo don't return information on them
Closed, ResolvedPublic

Details

Severity
Minor
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
Terrain Processor
Steps To Reproduce

Start a Tanoa session. The command

[8666,7198,0] nearRoads 20

will return two road segments. The command

([8666,7198,0] nearRoads 20) apply { isOnRoad getPos _x }

will return [false, false]. The command

([8666,7198,0] nearRoads 20) apply { roadsConnectedTo _x }

will return [[], []]

Additional Information

This bug interferes with any code attempting to use roads near the forest paths. Right now, I park trucks on the sides of roads. If my code runs near a village with forest paths, it'll see the roads, but not be able to use them. So my code has to defend against this missing information.

This also makes a hash of any road-following code.

Event Timeline

JB47394 created this task.May 17 2020, 4:10 PM
dedmen claimed this task.May 23 2020, 3:10 PM
dedmen changed the task status from New to Acknowledged.May 23 2020, 3:20 PM

The road piece is not connected to other road pieces, so they are ignored for the "is there a road on this position" check....

dedmen removed dedmen as the assignee of this task.May 23 2020, 3:28 PM
dedmen set Ref Ticket to 52970.
dedmen added a subscriber: dedmen.
dedmen changed the task status from Acknowledged to Feedback.Jun 12 2020, 10:30 AM
Pi closed this task as Resolved.Jun 12 2021, 4:25 PM
Pi claimed this task.