Partial fix Vehicle Related Issues

Leos

Movie Battles II Team Retired
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For future note:

* Vehicles with the Ram Damage modifiers do not accrue TK points or credit kills when stepping on players. This can be easily abused to teamkill.

* Shielding for non-deka classes does not recharge even if a value for shieldRechargeMS is set

* Vehicle weapons with the lock-on function cannot generate a lock and will automatically dumbfire. This didn't occur in previous builds.

* riderAnim only applies to swoop class vehicles. Visible players via "hideRider 0" on non-swoop vehicle types will be locked into whatever the last animation they were in before entering the vehicle. If, for example, you were running into a non-swoop and entered, your character will appear to be running in place while in the vehicle.

* In non-swoop class vehicles, visible players via "hideRider 0" will be drawn and can be shot but cannot be hurt. Shots will hit their models but not deal damage to either the player character or the vehicle.
 

Spaghetti

Floating in the void
R2D2
Movie Battles II Team Retired
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Ramming damage is attributed just fine, but crush damage is not.
 

Spaghetti

Floating in the void
R2D2
Movie Battles II Team Retired
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I've fixed all of the reported issues except below.

* Vehicle explosions are killing players that are in a private duel
Vehicles and private duels are not supported. There are other bugs related to that combination and possibly crashes. Duel maps should never have them (in fact we should probably disable them spawning at all if private duels are enabled).

* riderAnim only applies to swoop class vehicles. Visible players via "hideRider 0" on non-swoop vehicle types will be locked into whatever the last animation they were in before entering the vehicle. If, for example, you were running into a non-swoop and entered, your character will appear to be running in place while in the vehicle.

* In non-swoop class vehicles, visible players via "hideRider 0" will be drawn and can be shot but cannot be hurt. Shots will hit their models but not deal damage to either the player character or the vehicle.

It looks like riderAnim is not used by code (base or mb2) and I'm not sure how it could work as there's a lot more than a single animation used. Animations are hard coded for animal and speeder vehicles which is why they only work with those. The same goes for hideRider - this is only checked for boarding/ejection and otherwise not used. The shot stuff is likely due to only animals and speeders being setup to handle direct rider damage.

As both of these are firmly in the realm of feature request I'm going to opt out of touching them.
 
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