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Thread: Scripted Bombs Not Setting Off Bomb Flag

  1. #11
    The Timelord
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    Quote Originally Posted by Tamamo View Post
    Let me say this again. 2.5 hasn't been open sourced yet. THe current source code 3.0

    This is technically correct. I have no idea why it's a topic for this thread though.

    I'm still unsure how best to fix the bombs issue, so I welcome suggestions. Both of you have the code, so instead of debating whether 2.5 is a technically open-sourced thing, energies devoted to that could be directed towards the practical application of solving this...ya know?

    To anyone with sufficient privileges of making new 'child-boards':

    I'd appreciate if we could have separate bug report boards for, for 2.x and 3.x.

    That's going to be mandatory at some point, and we may as well pre-empt it. In fact, I suggest splitting the dev topics board into 3.x and 2.x, directly, or making separate main boards for each. Otherwise, things will become confusing. The archived bug reports can be moved to the 2.x boards, too; as there are a few left unresolved, and I really don't want to forget what they are.

  2. #12
    Here lies mero. Died by his own dumbassitude.
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    @ywkls

    Not a bug, in fact. Your script is the issue.
    I just created both bombs and explosions using zscript and it triggered flags. Be sure you have collision detection enabled.
    Last edited by Tamamo; 02-23-2016 at 04:33 PM.

  3. #13
    Keese ywkls's Avatar
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    Quote Originally Posted by Tamamo View Post
    @ywkls

    Not a bug, in fact. Your script is the issue.
    I just created both bombs and explosions using zscript and it triggered flags. Be sure you have collision detection enabled.
    Could I see an example script and screenshot to determine what I'm doing wrong? Also, was this test done in sideview gravity?

  4. #14
    Here lies mero. Died by his own dumbassitude.
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    How about you check your collision detection like i told you to.
    All I did was create a scripted weapon with a ffc.

  5. #15
    The Timelord
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    Quote Originally Posted by Tamamo View Post
    @ywkls

    Not a bug, in fact. Your script is the issue.
    I just created both bombs and explosions using zscript and it triggered flags. Be sure you have collision detection enabled.

    This may be a side-view only issue. Did you test that?

  6. #16
    Keese ywkls's Avatar
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    Quote Originally Posted by Tamamo View Post
    How about you check your collision detection like i told you to.
    All I did was create a scripted weapon with a ffc.
    As far as I know, the only way to turn off collision detection is to do so deliberately and I'm not doing that.

    The probable source of the issue is that I'm generating the bomb directly on top of Link, while it is likely you aren't. I have my own specific reasons for doing this, though they don't matter.

    A bomb generated on top of a flag will trigger that flag, as I've already stated. However, to do that I'd have to make a separate bomb for any area that had such a flag; since there would no point in making a bombable area where you could pass right through it. Accomplishing things this way seems somewhat redundant.

    As far as I can tell, a normal bomb has a certain radius that it can affect. I thought that this included the tiles one tile away from where it is placed, but maybe I'm wrong.

    In any case, perhaps it would have been better not to assume I made some kind of mistake. I'm not immune to them, but this is usually due to a lack of knowledge.

    Quote Originally Posted by ZoriaRPG View Post
    This may be a side-view only issue. Did you test that?
    No, I haven't done that yet. Though doing so wouldn't be too hard.

  7. #17
    Here lies mero. Died by his own dumbassitude.
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    It doesn't have to do with sideview and it is not a bug. It's That your creating your bombs on top of link. That will not work. You need to be closer to the flag.

  8. #18
    The Timelord
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    Bickering about this solves nothing: I'll play with radius, and verify if there are any irregularities. If the radius of internal bombs triggering flags differs from script-generated bombs, then it's a bug.

    If we're discussing something that is desirable, but not a bug, then it belongs in feature requests, and we can handle that separately. The only thing that I need to know is if the script-generated bombs/explosions do not work in an identical manner to stock inventory.

    If there's proof either way, I'll categorise this properly. I should note that this may not be a bug, but it would be a good idea to add a way to trigger these events directly. What I favour here is: TriggerSecret(int secret), and adding in a flag for Explosion combos that are triggered by contact with LW_EXPLOSION.

  9. #19
    Here lies mero. Died by his own dumbassitude.
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    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.
    Last edited by Tamamo; 03-02-2016 at 02:47 PM.

  10. #20
    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.

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