Closed ghost closed 8 years ago
Boss entities typically use func_physbox to receive damage and it outputs the damage taken to a math_counter. GM:EntityTakeDamage causes entities to take damage and break, this includes func_physbox. After the func_physbox breaks, the math_counter is no longer updated and the post-boss sequence won't be triggered.
This should be fixed now.
Tests on the live server revealed that, this is the 2nd half of the issue fixed, the 1st half is actually having bullets damage them. It seems bosses can only be damaged by explosives (ze_grenade), bullets do not work.
Example map: ze_gameshow_r1, has an admin room, all 3 levels set to red will start the boss level, this boss doesn't respond to damage from bullets, only grenades.
Other tests were conducted on ze_toaster_v1_2 and ze_christmas_beta3d
It's best to wait and see how this branch goes before expecting to have ze fixed properly. https://github.com/JetBoom/zombiesurvival/compare/master...samuelmaddock:ze-fixes
The branch mentioned above should fix a lot of outstanding issues some ZE maps currently have.
e.g. A number of custom map weapons in FFVII mako reactor aren't able to be picked up due to func_physbox_multiplayer still remaining despite there being a map profile to remove them, and the bosses should be able to take damage with the given CSS bullet fix.
All issues related to EntityTakeDamage on ZE should be resolved now.