Difference between revisions of "Killing Floor:Known Issues & Bugs"

From Tripwire Interactive Wiki
Jump to: navigation, search
m
(Changed formatting)
 
(8 intermediate revisions by the same user not shown)
Line 1: Line 1:
==ZombieVolume ''bTryAllSpawns'' bug (version 1039)==
+
__TOC__
 +
__NEWSECTIONLINK__
  
ZombieVolume, line 149:
+
{| class="wikitable sortable" style="width:100%;text-align:left;"
 
+
! width="8%" | Bug
<blockquote><pre>if( bTryAllSpawns )
+
! width="15%" | Description
 +
! width="5%" |Classes
 +
! width="1%" |Version
 +
! width="35%" |Code
 +
|-
 +
| Spawn choosing || This code picks from a random spawn point each time, but doesn't exclude already-tried ones. It means it may waste attempts, and the 'bTryAllSpawns' flag will not work. || ZombieVolume || 1044
 +
<div class="mw-collapsible mw-collapsed" style="width:100%;"><br/>
 +
{{begin code|name=ZombieVolume, line 159}}
 +
if( bTryAllSpawns )
 
{
 
{
 
// Try spawning in all the points
 
// Try spawning in all the points
Line 14: Line 23:
 
}
 
}
  
 +
for( j=0; j<NumTries; j++ )
 +
{
 +
TrySpawnPoint = SpawnPos[Rand(SpawnPos.Length)];
 +
{{end code}}
 +
</div>
 +
|-
 +
| MK23/Magnum penetration || These are both from the penetration loop, and provide conflicting conditions for breaking from the loop. Logically the former block should be checking for a value of 10 (as with DeagleFire.uc), allowing the second block to correctly control the amount of penetrations itself. || MK23Fire, Magnum44Fire || 1044
 +
| <div class="mw-collapsible mw-collapsed" style="width:100%;"><br/>
 +
{{begin code|name=MK23Fire, line 41}}
 +
While( (HitCount++)<3 )
 +
{
 +
DamageActor = none;
  
for( j=0; j<NumTries; j++ )
+
Other = Instigator.HitPointTrace(HitLocation, HitNormal, End, HitPoints, Start,, 1);
 +
if( Other==None )
 +
{{end code}}
 +
{{begin code|name=MK23Fire, line 104}}
 +
if( (HCounter++)>=4 || Pawn(DamageActor)==None )
 +
{
 +
Break;
 +
}
 +
HitDamage/=2;
 +
{{end code}}
 +
</div>
 +
|-
 +
| Dual MK23 ammo cost || AmmoCost is the same as for the single version (£16), which is incorrect. It should be double, like all the other dual pistols. || DualMK23Pickup || 1044
 +
| N/A
 +
|-
 +
| Melee range calculation || Range is incorrectly calculated, since values are squared and ''then'' added, rather than the other way around. || KFMeleeFire || 1044
 +
| <div class="mw-collapsible mw-collapsed" style="width:100%;"><br/>
 +
{{begin code|name=KFMeleeFire, line 217}}
 +
if( VictimDist > (((weaponRange * 1.1) * (weaponRange * 1.1)) + (Victims.CollisionRadius * Victims.CollisionRadius)) )
 
{
 
{
TrySpawnPoint = SpawnPos[Rand(SpawnPos.Length)];</pre></blockquote>
+
continue;
 +
}
 +
{{end code}}
 +
</div>
 +
|}
  
 +
<!-- Template
 +
|-
 +
| Name || Description || Classes || Version
 +
| <div class="mw-collapsible mw-collapsed" style="width:100%;"><br/>
 +
{{begin code|name=ClassName, line 0}}
  
This code picks from a random spawn point each time, but doesn't exclude already-tried ones. It means it may waste attempts, and the 'bTryAllSpawns' flag will not work.
+
{{end code}}
 +
</div>
 +
-->

Latest revision as of 18:41, 15 December 2012


Bug Description Classes Version Code
Spawn choosing This code picks from a random spawn point each time, but doesn't exclude already-tried ones. It means it may waste attempts, and the 'bTryAllSpawns' flag will not work. ZombieVolume 1044

ZombieVolume, line 159:

if( bTryAllSpawns ) { // Try spawning in all the points NumTries = SpawnPos.Length; } else { // Try spawning 3 times in 3 dif points. NumTries = 3; }

for( j=0; j<NumTries; j++ ) { TrySpawnPoint = SpawnPos[Rand(SpawnPos.Length)];

MK23/Magnum penetration These are both from the penetration loop, and provide conflicting conditions for breaking from the loop. Logically the former block should be checking for a value of 10 (as with DeagleFire.uc), allowing the second block to correctly control the amount of penetrations itself. MK23Fire, Magnum44Fire 1044

MK23Fire, line 41:

While( (HitCount++)<3 ) { DamageActor = none;

Other = Instigator.HitPointTrace(HitLocation, HitNormal, End, HitPoints, Start,, 1); if( Other==None )

MK23Fire, line 104:

if( (HCounter++)>=4 || Pawn(DamageActor)==None ) { Break; } HitDamage/=2;

Dual MK23 ammo cost AmmoCost is the same as for the single version (£16), which is incorrect. It should be double, like all the other dual pistols. DualMK23Pickup 1044 N/A
Melee range calculation Range is incorrectly calculated, since values are squared and then added, rather than the other way around. KFMeleeFire 1044

KFMeleeFire, line 217:

if( VictimDist > (((weaponRange * 1.1) * (weaponRange * 1.1)) + (Victims.CollisionRadius * Victims.CollisionRadius)) ) { continue; }