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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Grenade Bug
Geti wrote: Grif wrote: If an actor has its arms removed while "charging" a grenade throw, the reticle remains in place for the rest of the life of the actor. that sounded like a horror sci-fi researcher's findings. Makes me think of a war movie or something: "Poor bastard. It hit him so hard that he had his reticle burned into his sight for the rest of his life..."
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Wed Nov 19, 2008 7:11 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Grenade Bug
So, a fun new extension of the glitch: switching to and holding a shield in your BG hand while you have AWR = 1 grenades in your inventory activates them all.
I'm not making this up.
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Thu Nov 20, 2008 10:34 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Grenade Bug
Necroing this thread because, by god, I thought this would be fixed in B23. I'm pretty disappointed. Could I possibly get some kind of confirmation that this bug (or rather, this collection of bugs surrounding hand-held TDExplosives) will be worked on in the future? Because I'm not sure if it's just been forgotten or what.
Maybe this is just my personal philosophy as a programmer, but fixing current bugs tends to be more important than adding new features.
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Thu May 14, 2009 4:05 am |
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udm
Joined: Fri Mar 07, 2008 9:09 am Posts: 44
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Re: Grenade Bug
On another note, grenades should be more hardy. I noticed that stepping on grenades, therefore crushing and destroying them, results in them blowing up automatically. Also, dropping grenades from your ship also sometimes causes them to explode at random.
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Thu May 14, 2009 5:35 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Grenade Bug
udm wrote: On another note, grenades should be more hardy. I noticed that stepping on grenades, therefore crushing and destroying them, results in them blowing up automatically. Also, dropping grenades from your ship also sometimes causes them to explode at random. Well, this is more of a design issue than an actual bug. Any modder could just make a variable bigger and avert this. It's just the vanilla content isn't set up that way for some reason. Though I agree, it is kinda annoying.
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Thu May 14, 2009 7:16 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Grenade Bug
its more that having deepgroups on grenades is asking for someone to place them on the ground and then sit on them to dig through metal. currently that just blows your guy's ass off. its not really a gibimpulselimit thing so much as a getting-forced-inside-terrain-makes-stuff-gib thing. you could fix this with lua though.
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Thu May 14, 2009 7:33 am |
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The ClamV2 [Bot]
Joined: Sun Mar 30, 2008 6:08 pm Posts: 408
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Re: Grenade Bug
You got the pullring stuck in your vest.
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Thu May 14, 2009 7:49 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Grenade Bug
Darlos9D wrote: Necroing this thread because, by god, I thought this would be fixed in B23. I'm pretty disappointed. Could I possibly get some kind of confirmation that this bug (or rather, this collection of bugs surrounding hand-held TDExplosives) will be worked on in the future? Because I'm not sure if it's just been forgotten or what.
Maybe this is just my personal philosophy as a programmer, but fixing current bugs tends to be more important than adding new features. I'll add ticket for that to Data, that should put things in place. For now, if you want to prevent grenades from exploding in your face, I found that removing completely the "ActivatesWhenReleased" variable helps.
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Thu May 14, 2009 8:30 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Grenade Bug
numgun wrote: Darlos9D wrote: Necroing this thread because, by god, I thought this would be fixed in B23. I'm pretty disappointed. Could I possibly get some kind of confirmation that this bug (or rather, this collection of bugs surrounding hand-held TDExplosives) will be worked on in the future? Because I'm not sure if it's just been forgotten or what.
Maybe this is just my personal philosophy as a programmer, but fixing current bugs tends to be more important than adding new features. I'll add ticket for that to Data, that should put things in place. For now, if you want to prevent grenades from exploding in your face, I found that removing completely the "ActivatesWhenReleased" variable helps. Just as long as it's all ticketed...
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Thu May 14, 2009 4:39 pm |
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