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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Grenade Bug
So, I was messing around with grenades, particularly ones where the counter doesn't start ticking until after you throw it. Well, I threw one. Then, for some reason, whenever I'd switch to a new one, it'd go off in my hand after the countdown period... even though I hadn't even started throwing it! Every single grenade I had, no matter what the type, did this. It seems like starting the countdown on one triggers the countdown on all of them as soon as you bring them out of your inventory.
I'm assuming this is a bug, so I figured I'd report it.
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Mon Nov 17, 2008 5:28 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Grenade Bug
Can you guys try to find a 100% way to recreate this bug?
I just tried it and it seemed to activate the grenades randomly. Or atleast the same type that was thrown.
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Mon Nov 17, 2008 6:26 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
numgun wrote: Can you guys try to find a 100% way to recreate this bug?
I just tried it and it seemed to activate the grenades randomly. Or atleast the same type that was thrown. Here's how it happened for me, step-by-step. I made a grenade, which activates after you throw it (so you can hold it in the "about to throw" position forever. there's a variable for that). I gave an actor four of these grenades. I threw one, which worked as expected. Then when I automatically switched to the next one, it exploded. Now, these grenades were non-lethal, so my guy pretty much just stood there and went through all four without me doing anything, since he kept switching to the next one. Just to make sure, I gave him a few of those grenades, and a couple of the coalition frag grenades. Not only did my own grenades keep going off, but the frag grenade went off as well once the actor got to it. Which just resulted in death. Note that in all of these cases, the grenades at least waited their alloted trigger time before going off. As I said, it seems like once one grenade gets triggered, all of the grenades that the actor has in his inventory get triggerd. The trigger only starts when you pull it out of inventory, though. Maybe I'll mess with this more when I get home. I'll test what happens with grenades that get triggered the moment you start to throw them (when the aforementioned variable is set to zero).
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Mon Nov 17, 2008 7:35 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Grenade Bug
This could actually be used to make non-emitter based timed explosives.
Sort of.
At the very least, semi-sentient bombs.
A launcher fires a small, automatically bomb-laded actor with high perception.
It has 1 dummy grenade that disappears instantly, and a load of short-fuse high explosive bombs. Or, even, just one. They would have to have no, or at least high, gibimpulselimit.
When fired out of the launcher, by default, the large bomb would not fire; it would only be "activated" by the fuse of the dummy bomb.
Safety fuse! Can't blow anything up in your face.
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Tue Nov 18, 2008 2:35 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
Grif wrote: This could actually be used to make non-emitter based timed explosives.
Sort of.
At the very least, semi-sentient bombs.
A launcher fires a small, automatically bomb-laded actor with high perception.
It has 1 dummy grenade that disappears instantly, and a load of short-fuse high explosive bombs. Or, even, just one. They would have to have no, or at least high, gibimpulselimit.
When fired out of the launcher, by default, the large bomb would not fire; it would only be "activated" by the fuse of the dummy bomb.
Safety fuse! Can't blow anything up in your face. Too bad its a bug that screws up regular game play.
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Tue Nov 18, 2008 4:00 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Grenade Bug
It's a feature, not a bug!
Just trying to make something useful out of it.
You were the one who mentioned wanting to redo airburst explosives; why not add a safety fuse?
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Tue Nov 18, 2008 5:49 am |
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Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
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Re: Grenade Bug
Grif wrote: It's a feature, not a bug! haha don't go down that path!
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Tue Nov 18, 2008 5:58 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Grenade Bug
Grif wrote: It's a feature, not a bug!
Just trying to make something useful out of it. Anyways, I still don't really understand this. A grenade that doesn't cook off is thrown, and then the rest of the grenades in your inventory go off when you select them after that? I thought I'd noticed something similar, but I seem to remember it being grenades that DO cook off blowing up in your hand caused you to immediately throw the next grenade when you selected it without setting off it's timer, leaving the HUD thing, and leaving it unable to be picked up.
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Tue Nov 18, 2008 6:03 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Grenade Bug
I get it, so once you've fired one grenade, which works as expected, the rest of your grenades come out cooking.
so the 'has been thrown' event has affected ALL of the grenades in your inventory. Intriguing.
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Tue Nov 18, 2008 6:52 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Grenade Bug
Heres how I managed to recreate it:
I ordered a guy with 4 coalition frag nades and took one out and threw it. Ok that went well and it exploded. Then the soldier took out automaticly his next grenade and instead of throwing it, I dropped it. And that nade was cookin. It blew up and then I dropped the third nade the same way. This time it wasnt cookin and acted normal. After throwing the third grenade that I picked up again the fourth grenade acted the same way as the second one and blew up.
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Tue Nov 18, 2008 9:44 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: Heres how I managed to recreate it:
I ordered a guy with 4 coalition frag nades and took one out and threw it. Ok that went well and it exploded. Then the soldier took out automaticly his next grenade and instead of throwing it, I dropped it. And that nade was cookin. It blew up and then I dropped the third nade the same way. This time it wasnt cookin and acted normal. After throwing the third grenade that I picked up again the fourth grenade acted the same way as the second one and blew up. From my experience, you don't even have to drop them.
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Tue Nov 18, 2008 1:39 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
Further testing has been conducted.
The all-important variable is ActivatesWhenReleased (I'll abbreviate this to AWR). If set to 0, the TriggerDelay (TD) starts counting down the moment you pull the pin and start aiming with it (like the Ronin stick grenade). If set to 1, the TD doesn't start counting down until after you actually throw it (meaning you can hold it forever without it exploding, like the Coalition frag grenade or the Ronin pineapple grenade).
Now, if AWR is 1, it starts the TD of all other AWR = 1 grenades in your inventory. NOT AWR = 0 grenades. So if you throw a frag grenade, and then switch to your next frag grenade, it'll blow up in your hand eventually, even if you don't even start throwing it. But if you switch to a stick grenade, it'll never blow up in your hand until you start actually aiming to throw it.
Now, AWR = 0 grenades aren't without bugs, I've found. All of the basic AWR = 0 grenades are lethal, so it's hard to test this. But, I've found with my own chaff grenades that there's some issues. If you hold down the fire button and just hold the grenade in the "about to throw" position, it'll eventually go off in your hand (as you'd expect). After this happens, though, the series of "aiming dots" remain in front of your actor. Then, if you switch your inventory to another grenade, one of two things will happen: if its an AWR = 1 grenade, you'll immediately lob it, fully active (which of course triggers the bug in the previous paragraph). If its an AWR = 0 grenade, you'll throw it un-activated, as a grenade that can be picked up and used normally by other actors.
Finally: the AWR = 1 bug doesn't persist if you pick up a new grenade, so it obviously only triggers all the grenades you currently have, not future grenades. The AWR = 0 bug, though, does persist if you pick up a new grenade while the aiming dots are still out, which I guess makes sense because it involves a weird state that the actor itself goes into, which resolves itself on the next grenade you switch to, whether you had it already or not.
Hopefully this info can be used to fix these bugs.
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Wed Nov 19, 2008 3:16 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Grenade Bug
On a bug that's been around for a while, but not directly related to the topic:
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.
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Wed Nov 19, 2008 3:23 am |
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Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
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Re: Grenade Bug
Darlos9D wrote: After this happens, though, the series of "aiming dots" remain in front of your actor. this also happens, I believe in certain instances with blown up guns. I'm not 100% positive on the circumstances. Maybe it is as grif said, with the blown off arms.
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Wed Nov 19, 2008 3:28 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
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.
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Wed Nov 19, 2008 4:39 am |
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