Difference between revisions of "Killing Floor:Known Issues & Bugs"
(Added new bug and updated version numbers) |
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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 18: | Line 25: | ||
for( j=0; j<NumTries; j++ ) | for( j=0; j<NumTries; j++ ) | ||
{ | { | ||
− | TrySpawnPoint = SpawnPos[Rand(SpawnPos.Length)]; | + | 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; | DamageActor = none; | ||
Other = Instigator.HitPointTrace(HitLocation, HitNormal, End, HitPoints, Start,, 1); | Other = Instigator.HitPointTrace(HitLocation, HitNormal, End, HitPoints, Start,, 1); | ||
− | if( Other==None ) | + | if( Other==None ) |
− | {{ | + | {{end code}} |
− | + | {{begin code|name=MK23Fire, line 104}} | |
− | + | if( (HCounter++)>=4 || Pawn(DamageActor)==None ) | |
− | |||
− | {{ | ||
− | |||
{ | { | ||
Break; | Break; | ||
} | } | ||
− | HitDamage/=2; | + | 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; | 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}} | ||
− | + | {{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; } |