View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003131 | The Dark Mod | Coding | public | 18.05.2012 01:42 | 22.05.2012 23:20 |
Reporter | Springheel | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | SVN | ||||
Target Version | TDM 1.08 | Fixed in Version | TDM 1.08 | ||
Summary | 0003131: Rope arrow ignores armour | ||||
Description | Shooting an elite guard in back with a rope arrow kills him. Rope arrows seem to completely ignore armour and do a lot of damage. | ||||
Tags | No tags attached. | ||||
I just tested this several times with SVN. The rope arrow broke against the armor each time and the guard was unharmed and turned around to attack me. I also fired broadheads at his armor and got the same result. Do you have a specific example where this happens? |
|
I was testing against elite guards in a testmap of mine...shooting them in the head or the back resulted in an immediate kill (even though the arrow did break). Strange. I'll test again. This conversation is giving me a strong sense of deja vu. I should note that it was a sneak attack and my melee settings were on whatever the default is. |
|
Just tried this again. I was able to kill a charging builder guard and a charging elite guard, both by hitting them in the chest with a rope arrow. | |
A broadhead has a number of damage_mult_* definitions, such as: "damage_mult_armor_leath" "0.75" "damage_mult_armor_chain" "0.5" "damage_mult_armor_plate" "0" These are used to reduce the amount of damage. The rope arrow has none of these, so damage isn't reduced at all. The only other arrow I can think of that might need them is the noisemaker. Is there any reason why damage reduction only happens with broadheads? |
|
This is about 80% guess and 20% vague recollection, but it might have something to do with keeping fire arrow damage from being blocked by armour, which happened back in the early days. Adding those to the rope arrow would make sense. |
|
The rope arrow projectile definition needed the same damage_mult_* spawnargs that appear in the broadhead projectile definition. rev 12907: tdm_weapon_ropearrow.script |
|
Date Modified | Username | Field | Change |
---|---|---|---|
18.05.2012 01:42 | Springheel | New Issue | |
18.05.2012 13:22 | grayman | Assigned To | => grayman |
18.05.2012 13:22 | grayman | Status | new => assigned |
18.05.2012 13:29 | grayman | Note Added: 0004583 | |
18.05.2012 13:30 | grayman | Status | assigned => feedback |
18.05.2012 22:34 | Springheel | Note Added: 0004589 | |
18.05.2012 22:34 | Springheel | Status | feedback => assigned |
18.05.2012 22:39 | Springheel | Note Edited: 0004589 | |
19.05.2012 00:25 | Springheel | Note Added: 0004591 | |
22.05.2012 21:37 | grayman | Note Added: 0004608 | |
22.05.2012 22:48 | Springheel | Note Added: 0004609 | |
22.05.2012 23:20 | grayman | Note Added: 0004611 | |
22.05.2012 23:20 | grayman | Status | assigned => resolved |
22.05.2012 23:20 | grayman | Resolution | open => fixed |
22.05.2012 23:20 | grayman | Product Version | TDM 1.08 => SVN |
22.05.2012 23:20 | grayman | Fixed in Version | => TDM 1.08 |
22.05.2012 23:20 | grayman | Target Version | => TDM 1.08 |