View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0002352 | The Dark Mod | Coding | public | 03.09.2010 23:50 | 03.06.2011 03:56 |
Reporter | Springheel | Assigned To | tels | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | closed | Resolution | fixed | ||
Product Version | TDM 1.02 | ||||
Target Version | TDM 1.03 | Fixed in Version | TDM 1.03 | ||
Summary | 0002352: Arrows stick into player head | ||||
Description | A few people have reported arrows sticking into them. They can then frob the arrow and use it. I've seen this myself at least once in NHAT. This spawnarg in the player def is supposed to prevent that: "arrowsticking_disabled" "1" | ||||
Tags | No tags attached. | ||||
Attached Files | |||||
Hi I am able to reproduce the issue in the RTTC map. Uploaded screen shot. Almost 100% convinced issue is not map related and have a fair idea what the problem is. Asking Tels as to whether you would like me to proceed and investigate further. Thanks |
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Hi Fault identified. PM'd Tels about some fixes for it. |
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The problem is in the this file: tdm_base01/tdm_weapon_arrow_result_base.script Much of the code is dedicated to deciding to what entities the arrow result should bind to. The general rule seems to be (with regard to you the player) that no arrow should bind to you when health > 0 (I.e alive). The problem seems to be cause at line 82 in the script: ai bindMasterAI = struckEnt.getBindMaster(); When an entitiy that is bound to the player such as the players head is struck by the arror projectile the above line only partly seems to work. struckEnt.getBindMaster() returns the player1 entitiy as one would hope. But the cast of the player entitiy to a type of ai does not appear to work. This next statement bindMasterAI always = false and the condition is never entered. Therefore arrow results are bound to the players head. if (bindMasterAI) { if (bindMasterAI.getHealth() > 0) { // Don't allow stuck arrows on living AI's attachments allowSpawnObj = false; } } A suggested quick way to resulove this issue would be to test if struckEnt.getBindMaster() is player1, and if player1 health > 0 then allowSpawnObj = false Thanks |
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I haven't tested it, but the condition failing makes sense if the player isn't considered to be an AI. I have added an experimental patch that checks specifically for the player with revision #11087. |
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Needs testing to confirm it really works now. | |
Date Modified | Username | Field | Change |
---|---|---|---|
03.09.2010 23:50 | Springheel | New Issue | |
08.09.2010 17:52 | solarsplace | Note Added: 0003184 | |
08.09.2010 17:52 | solarsplace | File Added: shot00026.jpg | |
11.09.2010 11:15 | solarsplace | Note Added: 0003185 | |
12.09.2010 08:21 | solarsplace | Note Added: 0003187 | |
30.09.2010 10:22 | tels | Note Added: 0003212 | |
30.09.2010 10:27 | tels | Assigned To | => tels |
30.09.2010 10:27 | tels | Reproducibility | have not tried => always |
30.09.2010 10:27 | tels | Status | new => assigned |
30.09.2010 10:27 | tels | Resolution | open => fixed |
30.09.2010 10:27 | tels | Product Version | => TDM 1.02 |
30.09.2010 10:27 | tels | Fixed in Version | => TDM 1.03 |
30.09.2010 10:27 | tels | Target Version | => TDM 1.03 |
30.09.2010 10:42 | tels | Note Edited: 0003212 | |
30.09.2010 10:42 | tels | Summary | Arrows stick into player => Arrows stick into player head |
30.09.2010 19:17 | tels | Note Added: 0003214 | |
30.09.2010 19:17 | tels | Status | assigned => resolved |
03.06.2011 03:56 | greebo | Status | resolved => closed |