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Moar bugs :(

Started by planetfall, June 17, 2014, 03:16:34 PM

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planetfall

1. If you fire the singularity weapon, and then the forge is destroyed before it finishes firing, the totems will continue shooting their beams and glowy vortex forever. Even if the forge is rebuilt. Firing the weapon using the new forge will make the beam go away, but not the vortex or noise. Thankfully saving and reloading makes it disappear, and it doesn't seem to have an effect on gameplay, but it's still annoying.

2. I had some active shields destroyed by a script and it seemed like their fields remained (creeper was flowing weirdly with no visible shields or singularity weapon near that area, and no field-modifying scripts). I'll try to figure out exactly what circumstances caused this. A basic script like the following doesn't do it.


0 0 999 GetUnitsInRange 0 do
->uid
<-uid GetUnitType "SHIELD" eq if
<-uid CONST_AMMO GetUnitAttribute 5.0 gte if
<-uid 2 Destroy
endif
endif
loop
Pretty sure I'm supposed to be banned, someone might want to get on that.

Quote from: GoodMorning on December 01, 2016, 05:58:30 PM"Build a ladder to the moon" is simple as a sentence, but actually doing it is not.

knucracker

Number 1 was a visual bug and I just fixed it (for the upcoming build).  For number 2, I can't find a way to reproduce it yet.  A shield has a destruction handler and that handler attempts to undeploy its field.

planetfall

Hmmm... can't test it right this second, but maybe it's being called twice and leaving an inverse field, or some such? I remember a while ago I played with teleporting units around, and found that if I moved a shield and drained all its ammo on the same frame, it would attempt to delete its field from the new location (leaving an attraction field at the new location and a repulsion field where it was before.)

The shields in question were destroyed by an enemy that destroys all units in a small vicinity of it, while shooting projectiles that damage units directly as well as setting them on fire which damages them over a few seconds. With all those damage calls going on at once it seems possible. (i.e. the projectile damages the shield, which is already at low health, so it is destroyed. The fire on the shield hasn't noticed that the shield is destroyed yet and tries to damage it again, calling its destruction function a second time. Granted, I'm not sure if "destroying an already-destroyed unit" is possible but it sounds about right to my mortal brain.)

As soon as I can, I'll try to replay the same map with a detector script to determine whether there is actually a leftover field or it's just my imagination.
Pretty sure I'm supposed to be banned, someone might want to get on that.

Quote from: GoodMorning on December 01, 2016, 05:58:30 PM"Build a ladder to the moon" is simple as a sentence, but actually doing it is not.

Flabort

PF, you seem to find all the obscure and hard to solve bugs.  :P

So it's the flamethrowers and napalm that are causing this problem with the shields? At least there's plenty of maps with those to look for the problem on.
My maps: Top scores: Sugarplum, Cryz Dal, Cryz Torri, Cryz Bohz (Click fetch scores, page courtesy of kwinse)

planetfall

Quote from: Flabort on June 17, 2014, 08:52:41 PM
So it's the flamethrowers and napalm that are causing this problem with the shields? At least there's plenty of maps with those to look for the problem on.

No, it's the laser.
Pretty sure I'm supposed to be banned, someone might want to get on that.

Quote from: GoodMorning on December 01, 2016, 05:58:30 PM"Build a ladder to the moon" is simple as a sentence, but actually doing it is not.

Flabort

Oh, that laser.

You may need to mention that the laser is also changing the terrain under the shield; this may not have anything to do with it, though.
My maps: Top scores: Sugarplum, Cryz Dal, Cryz Torri, Cryz Bohz (Click fetch scores, page courtesy of kwinse)