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

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==ZombieVolume ''bTryAllSpawns'' bug (version 1040)==
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{| class="wikitable sortable" style="width:100%;text-align:left;"
 
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! width="8%" | Bug
{{cot|ZombieVolume.uc|line 159|width=50%}}
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! width="15%" | Description
<blockquote><pre>if( bTryAllSpawns )
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! width="5%" |Classes
 +
! width="1%" |Version
 +
! width="35%" |Code
 +
|-
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| 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
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|  <div class="mw-collapsible mw-collapsed" style="width:100%;"><br/>
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{{begin code|name=ZombieVolume, line 159}}
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if( bTryAllSpawns )
 
{
 
{
 
// Try spawning in all the points
 
// Try spawning in all the points
Line 15: Line 22:
 
NumTries = 3;
 
NumTries = 3;
 
}
 
}
 
  
 
for( j=0; j<NumTries; j++ )
 
for( j=0; j<NumTries; j++ )
 
{
 
{
TrySpawnPoint = SpawnPos[Rand(SpawnPos.Length)];</pre></blockquote>
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TrySpawnPoint = SpawnPos[Rand(SpawnPos.Length)];
{{cob}}
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{{end code}}
 
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</div>
 
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|-
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.
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| 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
 
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| <div class="mw-collapsible mw-collapsed" style="width:100%;"><br/>
==MK23Fire, Magnum44Fire ''Penetration loop'' bug (version 1040)==
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{{begin code|name=MK23Fire, line 41}}
 
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While( (HitCount++)<3 )
MK23Fire, line 41:
 
 
 
{{cot|title=Code|width=50%}}
 
<blockquote><pre>While( (HitCount++)<3 )
 
 
{
 
{
 
DamageActor = none;
 
DamageActor = none;
  
 
Other = Instigator.HitPointTrace(HitLocation, HitNormal, End, HitPoints, Start,, 1);
 
Other = Instigator.HitPointTrace(HitLocation, HitNormal, End, HitPoints, Start,, 1);
if( Other==None )</pre></blockquote>
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if( Other==None )
{{cob}}
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{{end code}}
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{{begin code|name=MK23Fire, line 104}}
MK23Fire: line 104:
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if( (HCounter++)>=4 || Pawn(DamageActor)==None )
 
 
{{cot|title=Code|width=50%}}
 
<blockquote><pre>if( (HCounter++)>=4 || Pawn(DamageActor)==None )
 
 
{
 
{
 
Break;
 
Break;
 
}
 
}
HitDamage/=2;</pre></blockquote>
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HitDamage/=2;
{{cob}}
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{{end code}}
 
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</div>
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.
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|-
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| 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
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| N/A
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|-
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| Melee range calculation || Range is incorrectly calculated, since values are squared and ''then'' added, rather than the other way around. || KFMeleeFire || 1044
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| <div class="mw-collapsible mw-collapsed" style="width:100%;"><br/>
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{{begin code|name=KFMeleeFire, line 217}}
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if( VictimDist > (((weaponRange * 1.1) * (weaponRange * 1.1)) + (Victims.CollisionRadius * Victims.CollisionRadius)) )
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{
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continue;
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}
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{{end code}}
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</div>
 +
|}
  
==DualMK23Pickup ''AmmoCost'' bug (version 1040)==
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<!-- Template
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|-
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| Name || Description || Classes || Version
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| <div class="mw-collapsible mw-collapsed" style="width:100%;"><br/>
 +
{{begin code|name=ClassName, line 0}}
  
''AmmoCost'' is the same as for the single version (£16), which is incorrect. It should be double, like all the other dual pistols.
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{{end code}}
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</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; }