Killing Floor:Known Issues & Bugs: Difference between revisions
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{| class="wikitable sortable" style="width:100%;text-align:left;" | |||
! width="8%" | Bug | |||
< | ! 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( | 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)) ) | |||
{ | { | ||
continue; | |||
} | |||
{{end code}} | |||
</div> | |||
|} | |||
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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; } |