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 ... Unintentional Suicide Bomb. 
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Joined: Fri Dec 22, 2006 5:23 am
Posts: 75
Location: Enclave Test Labs
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Post ... Unintentional Suicide Bomb.
Okay, I've got this thrown explosive that I created, and if the actor only has one and throws it, it works awesome, but if he is carrying more than one with him, the other explosives that he's carrying explode shortly after the initial explosion, the one derived from the initial throwing.
If that makes sense, can anyone help me?


Mon Jan 26, 2009 8:17 am
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Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
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Post Re: ... Unintentional Suicide Bomb.
Yeah, that a glitch I don't understand either. But I do get what you're saying.

It used to be, that when you would buy many L4D CC mod pipe bombs, and throw the first, that the second would go off in your hand, when the first did. And then the others would also go off by gibbing, and the area would be decimated of dynamic objects by an absurd concussive blast. But I've made changes to it since then, and now that doesn't seem to be a problem anymore.

Sadly, I don't know what exactly I did that fixed it, so all I have for you is my story.


Mon Jan 26, 2009 8:28 am
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Joined: Fri Dec 22, 2006 5:23 am
Posts: 75
Location: Enclave Test Labs
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Post Re: ... Unintentional Suicide Bomb.
Dammit. Well, at least I know I'm not the only one.
Thanks for your help.


Mon Jan 26, 2009 8:30 am
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Joined: Fri Dec 22, 2006 5:23 am
Posts: 75
Location: Enclave Test Labs
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Post Re: ... Unintentional Suicide Bomb.
Oops, it's fixed!
I changed the ActivatesWhenReleased variable to 0, and it fixed it right up. Thanks for your help.


Mon Jan 26, 2009 8:54 am
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Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
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Post Re: ... Unintentional Suicide Bomb.
BEANME wrote:
Oops, it's fixed!
I changed the ActivatesWhenReleased variable to 0, and it fixed it right up. Thanks for your help.

Except now if you hold it for too long, it will detonate on its own, like an old fuse bomb. ActivatesWhenReleased = 1 is supposed to make it like a modern grenade, where the fuse doesn't start until you let go of it. Unfortunately, as you have noted, this is bugged. Actuall AWR = 0 is bugged too, but only if it goes off in your hand. And normally that means your actor is dead, so it doesn't matter. Non-leathal "grenades" that go off in your hand, though, can cause other weird things to happen. I forgot what though. I figured it all out a while back and posted in the General forums as a thorough bug report.

Long story short, the bugs are CC's fault, not yours. I guess going with AWR = 0 is a quick fix for now, but it kinda borks the tactical ability of your grenades.


Tue Jan 27, 2009 5:44 pm
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