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IDProjectCategoryView StatusLast Update
0003131The Dark ModCodingpublic22.05.2012 23:20
ReporterSpringheel Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityalways
Status resolvedResolutionfixed 
Product VersionSVN 
Target VersionTDM 1.08Fixed in VersionTDM 1.08 
Summary0003131: Rope arrow ignores armour
DescriptionShooting an elite guard in back with a rope arrow kills him. Rope arrows seem to completely ignore armour and do a lot of damage.
TagsNo tags attached.

Activities

grayman

grayman

18.05.2012 13:29

viewer   ~0004583

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?
Springheel

Springheel

18.05.2012 22:34

administrator   ~0004589

Last edited: 18.05.2012 22:39

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.

Springheel

Springheel

19.05.2012 00:25

administrator   ~0004591

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.
grayman

grayman

22.05.2012 21:37

viewer   ~0004608

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?
Springheel

Springheel

22.05.2012 22:48

administrator   ~0004609

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.
grayman

grayman

22.05.2012 23:20

viewer   ~0004611

The rope arrow projectile definition needed the same damage_mult_* spawnargs that appear in the broadhead projectile definition.

rev 12907:

tdm_weapon_ropearrow.script

Issue History

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