Legacy repository of the Glorious Gloves upgrade mod for Half-Life: Alyx. Please see https://gitlab.com/recursivenomad/glorious_gloves for the primary repository.
GNU General Public License v3.0
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Killing zombies mid-unique-animation with physics objects corrupts the user's ability to hold objects in their hands #12
This is a known bug in Source 2, not exclusive to this mod. Probably something to do with zombies being able to separate into torso & legs during Valve's development, if I had to guess.
Currently there is a workaround in gloves/integration/fix_zombie_scripted_sequences.lua which boosts their health to 1,000,000, and then listens for incoming damage. Regardless of the damage type (as long as it makes it past any relevant damage filters, I believe) if the zombie loses its original amount of health then they will be killed with bullet damage to get around this issue.
In the event this fix doesn't work, it is likely because the zombie in question was not placed near a scripted_sequence entity, or that the scripted_sequence entity is not near the correctly associated zombie.
This is not an issue I can fix, barring just diverting physics damage on all zombies in a level. If this ends up being a significant problem for custom maps, I will reevaluate this possibility.
This is a known bug in Source 2, not exclusive to this mod. Probably something to do with zombies being able to separate into torso & legs during Valve's development, if I had to guess.
Currently there is a workaround in
gloves/integration/fix_zombie_scripted_sequences.lua
which boosts their health to 1,000,000, and then listens for incoming damage. Regardless of the damage type (as long as it makes it past any relevant damage filters, I believe) if the zombie loses its original amount of health then they will be killed with bullet damage to get around this issue.In the event this fix doesn't work, it is likely because the zombie in question was not placed near a
scripted_sequence
entity, or that thescripted_sequence
entity is not near the correctly associated zombie.This is not an issue I can fix, barring just diverting physics damage on all zombies in a level. If this ends up being a significant problem for custom maps, I will reevaluate this possibility.