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Projectile vs Pawn collision detection bugs

To find and remove the bugs we needed every bug known in current 226. You can still review them here.
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TCP_Wolf
Administrator
Posts: 1078
Joined: Sun Mar 03, 2002 12:04 pm

Projectile vs Pawn collision detection bugs

Post by TCP_Wolf »

1) Collisions doing no damage

TazerProj vs GiantManta
TazerProj vs Titan
TazerProj vs GasBag / GiantGasbag (not sure on that)
TazerProj vs Warlord

There are likely more projectiles with that problem I forgot about.



2) replication problems, registering hit clientside

Many projectiles simply appear to "go through" pawns playing online.

Affected for certain:
Rocket
SeekingRocket
Grenade
Arrow
Dispersion Shot (classname?)
Stinger shard (classname?)

... probably a lot more, since the bug looks like a base level bug, not one done on the individual missiles.


NOT affected:
TazerProj
Last edited by TCP_Wolf on Tue Sep 06, 2005 6:25 am, edited 1 time in total.
-=]HONESTY PAYS[=-
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Turboman.
OldUnreal Member
Posts: 898
Joined: Tue Feb 04, 2003 6:40 pm

Re: Projectile vs Pawn collision detection bugs

Post by Turboman. »

i might as well ad it in here since its a similar issue, most projectiles also dont have any effect on movers in the game, which is really noticable with destroyable walls that dont use a explodingwall actor as the trigger but the mover itself instead (with bdamagetriggered 1).

the dispersionpistol ALWAYS deals damage to a breakable wall, unless the dp is lvl1 and the wall mover damagetreshold has been set to a value higher then 20, however other projectiles, no matter how powerfull almost never activate/destroy the mover, for example i can shoot about a thousand rockets or (instant hit) minigun bullets into the wall without dealing any damage despite a rocket being far more powerfull then a dp.

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