Opened 15 years ago
Last modified 12 years ago
#11 new defect
Gatling Gun bugs
Reported by: | pardner | Owned by: | |
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Priority: | normal | Milestone: | Smokin' Guns 1.2 |
Component: | Engine | Version: | 1.1b1 |
Keywords: | Cc: | khpe |
Description
*Remote Controlled Gatling*
1) Buy Gatling
2) Set Gatling up on top of a crate
3) Dis-engage Gatling (move backward)
4) Jump off crate
5) Jump next to crate and re-engage Gatling (default is "f")
6) Player model will be stuck inside the crate. Player cannot rotate Gatling, but they can fire, reload, buy etc.
*Galting the train breaker*
1) Buy Gatling gun
2) Set the Gatling up on the train station in front of something (upright, crate, stairs, water tower, etc)
3) The station is now moving with the train.
Attachments (3)
Change History (8)
comment:1 Changed 15 years ago by
comment:2 Changed 15 years ago by
Another one, you can be stuck in a fence in Tillian:
1) Build a gatling when on the fence: The gatling is merged with the fence
2) Dis-engage
3) Come close enough to the fence and re-engage
4) You can be stuck in the fence when dis-engaging
Btw, most of the time the gatling will just be built over the fence... which is another bug.
comment:3 Changed 15 years ago by
Cc: | khpe added |
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*Gatling guns on thin, slightly non-flat surfaces*
If you use a gatling gun on a covered wagon such as in dm_tillian or on the big barrel inside the mine of dm_coyotebluff in a certain position, you fall down through the surface and land inside the wagon/barrel. In case of the barrel, you can see, pass and shoot through the walls from the inside, while nobody from the outside can see and shoot you (except maybe your feet).
I'm not sure if this is a problem of the used surfaces (and therefore of the respective maps) or a problem of the gatling gun code (and therefore of the engine).
Anyway, my observations concerning gatling gun problems in general are the following:
Firstly, a gatling gun is not exactly placed at the position of the player when it is deployed, but at a certain distance in front of him. Therefore the player is moved right after the gun is deployed. This is unnecessary and can lead to situations where the player becomes stuck.
Secondly, the player is moved (usually towards the gun) when he uses a gatling gun. While this may be unavoidable for consistent visual effects, the current way of doing this seems error prone, as you can get stuck or transit surfaces. A better way would be to use bot code to let the player walk 'naturally' into the exact position. If this is not possible within 2 seconds due to an obstacle, the movement and the use of the gun should be aborted.
Thirdly, the player is moved if he turns using the gatling gun. Usually this is not a problem, but in rare cases you can transit surfaces (as described above).
Changed 15 years ago by
Attachment: | ontop_and_inside_the_barrel.jpg added |
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On top and inside the barrel
comment:4 Changed 12 years ago by
Milestone: | Smokin' Guns 1.1 → Smokin' Guns 1.2 |
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comment:5 Changed 12 years ago by
*Infinite ammo*
I was once able to get that kind of bug but it seems to be fixed in the 1.2dev.
1) Get 2 gatling guns and mount them
2) Shoot all your ammo with one gatling
3) Engage to the second gatling and come back to the first one
What happens: you end with 30 extra bullets.
What should happen: you remain without ammo with it.
*Galting the train breaker* case is related to #12.
About *Remote Controlled Gatling*, player ground entity may be set to the gatling one and we maybe need to do a trace on the final player position as it is moved and check no solid is there.