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(0013863)
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Empyre
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2015-11-20 19:45
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That's not a bug. It is supposed to do that, just like your plasma balls and rockets are blocked by those same items. |
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I don't understand, what is the goal of making an item able to block projectiles only in invasion, it was never said in the features. |
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(0013866)
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Empyre
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2015-11-22 02:18
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What items are you talking about? Trees, lamps, columns, and such are supposed to block projectiles, floor-hugging or not. Health, ammo, armor and such are not supposed to block any projectiles. |
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I'm talking about health/armor/ammo. |
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(0013868)
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Empyre
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2015-11-22 10:12
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Then it sounds like a bug, but the question now is is it a bug in Zandronum or a bug in the invasion wad? |
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It's a bug from Zandronum or maybe Skulltag because it happens on all wads, you have just to play these wads in the invasion gameplay. |
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Can you post an example wad with the problem? |
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Here is the test wad:'http://www.mediafire.com/download/azf3n2s27mgzfos/projthruitems.wad [^]'
And here are the steps to do:
- Launch projthruitems.wad (this wad is based on the diabolist from R667, I just added the test maps).
- Start map TEST01, it's a test to be sure that in cooperation the diabolist's floor hugger projectiles will go thru medkits.
- Start map TEST02, use "god" cheat to survive until the invasion items spawn and you will see that they will block the projectiles.
* if the diabolist don't spawn in invasion just do "summon diabloist" in console. |
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using the provided example wad: in 2.1.2 the medkits do indeed block the floorhugger attack on map TEST02, however in 3.0 they do not |
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So we can say that the bug is fixed already ? Great. |
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Please close that ticket, you guys said that the bug was fixed on Zandronum 3.0 so it shall be ok. |
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You could confirm the fix by testing the latest 3.0 beta, but well... |
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