Author Topic: Trap behavior - more anomalies noticed...  (Read 3948 times)

Offline EXTERMINADER

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Trap behavior - more anomalies noticed...
« on: August 18, 2009, 04:58:47 AM »
Quadz,

Since reporting the (self damage when deploying a trap) problem with the use of traps on XDMT3A, several players have experienced an anomaly where thrown traps are traveling through walls. 

I first noticed this when I was suddenly being held in check by a trap that was not visible, and I was against a wall. :purpleshock: On another map, a player by the name of 'revision', demonstrated to me where he could throw a trap through a wall and it just disappears.  Last night, maxping and Dukie both stated that they had experienced similar occurrences of traps flying into, or through walls.  :WTF:

I can try to get more details, as far as maps where this occurs and or demos, but I am starting to wonder if the benefits of the new trap code (where traps entities take damage) is worth the side effects we are experiencing.
Any others experiencing these somewhat rare, but annoying,  occurrences?  Thoughts?  Comments?

EX
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Offline peewee_RotA

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Re: Trap behavior - more anomalies noticed...
« Reply #1 on: August 18, 2009, 06:30:22 AM »
but I am starting to wonder if the benefits of the new trap code (where traps entities take damage) is worth the side effects we are experiencing.

The side effects can be fixed  :dohdohdoh:


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Offline console

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Re: Trap behavior - more anomalies noticed...
« Reply #2 on: August 18, 2009, 10:13:08 AM »
Strangeness.  I will turn the feature off for now until I have time to look into it.

It occurs to me, I can probably only set 'takedamage' on the trap once it has landed on the ground.  So there should be no need to affect its flying behavior at all.  (Don't have time right now to change that, so, I'll just turn it all off for the time being.)


Regards,

:dohdohdoh:
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Offline EXTERMINADER

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Re: Trap behavior - more anomalies noticed...
« Reply #3 on: August 18, 2009, 11:30:28 AM »
It occurs to me, I can probably only set 'takedamage' on the trap once it has landed on the ground.  So there should be no need to affect its flying behavior at all. 

Not exactly sure if this is what you mean, but I believe I have witnessed traps taking damage as soon as they take flight from your hand, and before they have hit the ground; if, for example, someone is pelting you with a machinegun or similar weapon...  I distinctly recall hearing the damage sound of the trap, as well as seeing it glow white before it hits the ground, in this scenario. 

EX
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Offline console

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Re: Trap behavior - more anomalies noticed...
« Reply #4 on: August 18, 2009, 11:35:09 AM »
Not exactly sure if this is what you mean, but I believe I have witnessed traps taking damage as soon as they take flight from your hand, and before they have hit the ground; if, for example, someone is pelting you with a machinegun or similar weapon...  I distinctly recall hearing the damage sound of the trap, as well as seeing it glow white before it hits the ground, in this scenario. 

Yeah, right now I set 'takedamage' as soon as the trap is thrown.  I don't know why that causes the weird behavior mentioned earlier.  But, I should be able to leave the traps invulnerable until they are actually settled on the floor and ready to activate.  Then set up the takedamage and health flags.

Regards,

:afro:
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Offline [BTF] Reflex

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Re: Trap behavior - more anomalies noticed...
« Reply #5 on: August 18, 2009, 11:40:50 AM »
Predicting a flaw with that that will leave the player invulnerable for the life of the trap.  :nana:
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Re: Trap behavior - more anomalies noticed...
« Reply #6 on: August 18, 2009, 12:09:40 PM »
Does shooting the trap in mid-air affect its trajectory?

I'd love to be able to shoot the damn things right back in someone's face with the RG or SSG

 :biggungrin:


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Offline Paril

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Re: Trap behavior - more anomalies noticed...
« Reply #7 on: August 20, 2009, 03:45:53 PM »
It should, unless it is set not to take knockback.

That's odd about the travelling traps, is this a regular Xatrix bug or a certain mod?
When CleanXatrix gets thrown on the table I'll dissect and take a peak and what could cause that behavior.

-P
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Offline Whirlingdervish

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Re: Trap behavior - more anomalies noticed...
« Reply #8 on: August 20, 2009, 04:41:15 PM »
I believe this is only seen in the modified xatrix that we've been using for a couple weeks now, where the traps have been altered into killable objects.

I dont recall ever hearing of this before the changes were made.

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Offline EXTERMINADER

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Re: Trap behavior - more anomalies noticed...
« Reply #9 on: August 20, 2009, 05:47:59 PM »
I believe this is only seen in the modified xatrix that we've been using for a couple weeks now, where the traps have been altered into killable objects.

I dont recall ever hearing of this before the changes were made.



You are correct.  These occurances began with the recent changes that made traps 'takedamage' entities.  BTW, I don't recall ever seeing a trap be deflected by any form of gun fire.  Quadz has removed the modification until he has time to troubleshoot the issues.

EX
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Offline {TNP}Dukie

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Re: Trap behavior - more anomalies noticed...
« Reply #10 on: August 22, 2009, 06:40:04 PM »
I don't know the name of the map.
It has the giant room in the middle full of catwalks and you can drop in from the ceiling or make the floor fill with lava.

Throwing traps causes you to take damage, lose your orientation and the trap flies of in some random direction.
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