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Thread: Scripted Bombs Not Setting Off Bomb Flag

  1. #21
    The Timelord
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    Quote Originally Posted by Tamamo View Post
    They should have the same collision size. Bombs have always been finicky. I'm going to take a look at them now see what I can do.
    Good enough: Report what you discover...

    I'm pretty sure that they have more tolerance (for triggers) horizontally, than vertically.

  2. #22
    Here lies mero. Died by his own dumbassitude.
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    That's to match nes behavior I'm sure. Setting the y tolerance to 16 shouldn't cause any problems though. Might actually fix it.

  3. #23
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    Quote Originally Posted by Tamamo View Post
    That's to match nes behavior I'm sure. Setting the y tolerance to 16 shouldn't cause any problems though. Might actually fix it.
    Believe me, I've considered it. The problem, with changing anything like that, is that someone out there made a quest where that would break something. Usually 'quest difficulty', e.g. 'artificial difficulty'. I mean, we already have a repetitive complaint about fixing the statue shooters from Anarchy. If I make bombs set off triggers an extra half tile, or a full tile away, people might flip out.

    The simplest fix would be to expand the bit width of QRs, and add new ones to cover this sort of thing. That's somewhat messy though.

    I'm thinking that making the bomb trigger radius a system variable would be better. That way, it can be set both by ZScript, and by an editor prefs pane. Even so, that doesn't allow chained triggers as I believe ywkls, and a few others want. That would absolutely need new flags, and new logic, if it's not fully-scripted. I did toss together a function for checking adjoining combos in circles, arcs, crosses, and X-es for that, but it doesn't check in lines (yet), although it can be used recursively to do that.

    I'll probably put it in the standard header if it works, for 2.53. Those are ad-hoc solutions though, for some of the concerns.

  4. #24
    Here lies mero. Died by his own dumbassitude.
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    If anything it would be a questrule under the NES Fixes category.

  5. #25
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    Quote Originally Posted by Tamamo View Post
    If anything it would be a questrule under the NES Fixes category.
    We need to restructure QRs, either to expand the number of bits, or change how they are stored. (I'm also of the opinion that making them r/w via script, would be ideal.)

  6. #26
    Here lies mero. Died by his own dumbassitude.
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    Noe, we're not going to break every quest in existence thank you very much.

  7. #27
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    Quote Originally Posted by Tamamo View Post
    Noe, we're not going to break every quest in existence thank you very much.
    Actually, yes, we are, if it means fixing this bug.

  8. #28
    Here lies mero. Died by his own dumbassitude.
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    Quote Originally Posted by Dimentio View Post
    Actually, yes, we are, if it means fixing this bug.
    I'm not going to say anything more. Just going to highlight @Gleeok and @Saffith .

  9. #29
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    Quote Originally Posted by Dimentio View Post
    Actually, yes, we are, if it means fixing this bug.
    That would be a horrendous mistake for 2.5.

  10. #30
    Here lies mero. Died by his own dumbassitude.
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    Aparently gleeok and I both have come to the agreement that this entire thread is stupid and neither of us give a shit about bomb flags. Have fun fixing what you call a bug that is actually a new feature.

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