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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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The Big Tutorial Mission Bug
You can use the "Go-to AIMode" function to send soldiers into the battle zone, and it won't trigger the Invasion event. They still shoot at your guy though... Anyway, just putting this here, 'cause I'm gonna go back and speed up time and send some sub-terrainian dummies to the base for a little surprise
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Fri May 08, 2009 3:06 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: The Big Tutorial Mission Bug
Tiny little bug which I am amazed no one has noticed yet.
Take a fully automatic weapon. Fire it until it has 0 rounds, manually reload, then hold down the fire button the whole time.
The first shot will fire two particles at the EXACT same instant. Tested with AK-47, sure it works with others.
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Fri May 08, 2009 4:15 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: The Big Tutorial Mission Bug
The zone which triggers hostility doesn't extend very far underground, I've done mare than one attack where I just dug a tunnel with spots which I could dig through to kill the dreadnoughts.
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Fri May 08, 2009 6:42 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: The Big Tutorial Mission Bug
Grif wrote: Tiny little bug which I am amazed no one has noticed yet.
Take a fully automatic weapon. Fire it until it has 0 rounds, manually reload, then hold down the fire button the whole time.
The first shot will fire two particles at the EXACT same instant. Tested with AK-47, sure it works with others. i've noticed this one lots. also, it doesnt automatically reload for you the second time, which is annoying..
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Fri May 08, 2009 11:14 am |
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Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
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Re: The Big Tutorial Mission Bug
And you can drop guns on the ground while reloading and they will reload themselves.
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Fri May 08, 2009 11:41 am |
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Thoughtprocess
Joined: Mon Feb 11, 2008 3:42 pm Posts: 259
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Re: The Big Tutorial Mission Bug
Yeah noticed all of these except the Go-to invasion bug. The double particle one is especially annoying, particularly with automatic missile or grenade launchers.
Was there ever a more unstable build than this?
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Fri May 08, 2009 11:51 am |
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Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
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Re: The Big Tutorial Mission Bug
411570N3 wrote: The zone which triggers hostility doesn't extend very far underground, I've done mare than one attack where I just dug a tunnel with spots which I could dig through to kill the dreadnoughts. As how it should be. How could the dummys detect you if you were a ways underground? I've always thought of the dummys as a "makeshift" faction.
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Fri May 08, 2009 12:09 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: The Big Tutorial Mission Bug
Thoughtprocess wrote: Was there ever a more unstable build than this? all of these have been around for a while.
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Fri May 08, 2009 12:35 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: The Big Tutorial Mission Bug
Scope0 wrote: 411570N3 wrote: The zone which triggers hostility doesn't extend very far underground, I've done mare than one attack where I just dug a tunnel with spots which I could dig through to kill the dreadnoughts. As how it should be. How could the dummys detect you if you were a ways underground? I've always thought of the dummys as a "makeshift" faction. Yes, but they can detect you underground if you're far enough to the right, due to the zone being a rectangle, even if you're at roughly the same distance below ground or more than the left, where they won't notice you.
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Fri May 08, 2009 1:05 pm |
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Thoughtprocess
Joined: Mon Feb 11, 2008 3:42 pm Posts: 259
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Re: The Big Tutorial Mission Bug
Geti wrote: all of these have been around for a while. Even the multi-shot auto one? I didn't notice it. Regardless, this is probably the build most prone to crashing yet. Welcome to the fun of pre-releases, huh?
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Fri May 08, 2009 7:28 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: The Big Tutorial Mission Bug
Are you kidding? Two builds have been so unstable as to merit new builds within 24 hours.
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Fri May 08, 2009 11:40 pm |
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A.K.A.Steve
Joined: Thu Dec 11, 2008 5:16 am Posts: 26 Location: Somewhere close
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Re: The Big Tutorial Mission Bug
The detection error also happens if you take a guy a propel him towards the enemy, as long as you are not in control when it enters the zone it will not trigger the invasion.
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Sat May 09, 2009 1:54 am |
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Orglar
Joined: Wed Dec 10, 2008 3:21 am Posts: 116
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Re: The Big Tutorial Mission Bug
lol I double-poasted indstead of editing. ♥♥♥♥ me.
Last edited by Orglar on Sat May 09, 2009 8:45 am, edited 1 time in total.
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Sat May 09, 2009 2:52 am |
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Orglar
Joined: Wed Dec 10, 2008 3:21 am Posts: 116
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Re: The Big Tutorial Mission Bug
A.K.A.Steve wrote: The detection error also happens if you take a guy a propel him towards the enemy, as long as you are not in control when it enters the zone it will not trigger the invasion. This also works with rockets. Full of bombs. Also, the hostiles never land in the zombie cave mission for me. ?_?
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Sat May 09, 2009 2:53 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: The Big Tutorial Mission Bug
the makeronin() function is broken in the mac build version of zombie cave. i can send you a working one if you want.
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Sat May 09, 2009 4:10 am |
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