View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002122 | The Dark Mod | Coding | public | 29.01.2010 09:31 | 26.03.2010 07:39 |
Reporter | Ishtvan | Assigned To | Ishtvan | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | closed | Resolution | fixed | ||
Summary | 0002122: Ragdoll AI not getting pushed back by impact with plate armor | ||||
Description | Self explanatory, applies not just to helmets (which could have issues propagating impulses from the head entity to the body), but also to plate armor on the body itself that is part of the mesh. Seems like there's a problem in the melee code, maybe relying on AddDamageEffect to apply the impulse? | ||||
Tags | No tags attached. | ||||
May have found why this is happening: idActor::Damage does this: if ( damage > 0 ) { // ... } else { // Ishtvan: THIS IS WHAT'S CAUSING PLATE ARMOR HITS NOT TO MOVE AI... WHY DID ID DO THIS? // don't accumulate knockback if ( af.IsLoaded() ) { // clear impacts af.Rest(); // physics is turned off by calling af.Rest() BecomeActive( TH_PHYSICS ); } } Not sure why they did this. Is there some case where they can get many zero-damage events piling up that would cause something to take off like a rocket? If so, what case is that? D3 bullets hitting a shield? |
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I went ahead and commented that section out, could not find anything wrong with letting zero-damage blows apply a physical impulse. | |
Date Modified | Username | Field | Change |
---|---|---|---|
29.01.2010 09:31 | Ishtvan | New Issue | |
29.01.2010 09:32 | Ishtvan | Status | new => assigned |
29.01.2010 09:32 | Ishtvan | Assigned To | => Ishtvan |
31.01.2010 05:38 | Ishtvan | Note Added: 0002901 | |
31.01.2010 06:28 | Ishtvan | Note Added: 0002902 | |
31.01.2010 06:28 | Ishtvan | Status | assigned => resolved |
31.01.2010 06:28 | Ishtvan | Resolution | open => fixed |
26.03.2010 07:39 | greebo | Status | resolved => closed |