It is no longer allowed to set the value "scan_interval" of the behavior component "minecraft:behavior.nearest_attackable_target" lower than 10 which causes problems for our product.
Partner Rank: 2 - Important
Verification builds: 1.16.0.57_rc0 build 4009937 (Windows 10)
Summary:
It is no longer allowed to set the value "scan_interval" of the behavior component "minecraft:behavior.nearest_attackable_target" lower than 10 which causes problems for our product.
Impact:
Our already certified upcoming product will not be playable anymore. We've worked on this product for almost a full year and would lose the whole development costs and time we invested to this really huge project.
Further information about the problem:
The gameplay relies on a function where the enemies are scanning for targets and running towards them, and this way creating a path they run along. Our scanning interval so far was every second tick, now with every 10th tick scanning, the paths of the enemies get completely messed up. When this is not fixed our game will become unplayable, since we cannot properly control the movement of the enemies anymore when some of them randomly stop moving at all. If we need to change how the whole system works, it would result in a worse player experience and a rework of the whole map, balancing, behaviors and functions. This would implement at least several hundreds of hours of work again.
Repro Steps:
- Create the world from the template we sent to the slack channel "mco_panascais".
- Unlock world template options
- Go to world settings and enable cheats.
- Load world and start the game.
- Type "/function reset" to skip the tutorial
- Teleport to the enemy spawn using the teleporter item in your inventory bar
- Start a wave by typing "/function dev/wave/set/27" (Wave 27 has many different enemies, making the bug visible quickly)
- Let the wave run until the bug appears
Observed Results:
- All enemies that are running along the path become way slower when approaching a new waypoint.
- Enemies with faster speeds might randomly stop at some waypoints.
- Enemies with slower speeds will not be stopping at waypoints since they have enough time to recalculate their path fast enough.
Expected Results:
All enemies should be constantly running along the path without stopping at waypoints. They target the next waypoint once they reached their current one.
Content Log:
[Json][error] MAP | actor_definitions | C:/Users/Vali-PC/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_behavior_packs/tower-defense-bp | panascais:ENTITY | minecraft:entity | component_groups | panascais:waypoint-01 | minecraft:behavior.nearest_attackable_target | scan_interval | "scan_interval" on "minecraft:behavior.nearest_attackable_target" cannot be less than 10, value was 2, defaulting to 10
Video:
We also sent a Video into the "mco_panascais" slack channel which shows the repro steps and the bug including content log error on world load.
Notes:
- World template and Video is provided in the "mco_panascais" slack channel
- Enable bounds to see the waypoints (invisible entities) the enemies are targeting
2020-05-05, 09:47 PM
2020-05-27, 11:04 PM
2020-05-27, 11:04 PM
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