jacob404 / promod-future

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Witch sometimes attacks fellow SI teammates, then sits back down after they die #74

Open MattNF opened 9 years ago

jbzdarkid commented 9 years ago

witch_harasser_set Only triggers for first harasser.

jbzdarkid commented 9 years ago

The bug happens for the same reason the witch usually retargets: If she bumps someone once, the second time she bumps them she will attack them. This includes si.

jbzdarkid commented 9 years ago

m_clientLookatTarget (witch netprop) also does not change. Setting z_witch_allow_retarget to 0 and then 1 does not reset aggro count against clients.

I'm not sure how to detect that the witch retargets, or how to change her target.

jbzdarkid commented 9 years ago

@MattNF Help ._.

MattNF commented 9 years ago

Your guess is as good as mine D:

There was another way this glitch used to be able to be triggered which has since been fixed. Back when SI scratches damaged witch, if you scratched her on the same tick that a survivor triggered her, she would attack the SI. SI scratches no longer do damage and I haven't since seen this occur. I don't know if this information will help you...

jbzdarkid commented 9 years ago

SI scratches still deal damage to the witch, it appears on the damage printout.

MattNF commented 9 years ago

Oh, really?

Could've swore jacob fixed that a while back... I remember bringing it up multiple times

MattNF commented 9 years ago

Actually I was correct (I think).

http://www.l4dnation.com/community-news/pro-mod-4-1/

  • Blocked infected friendly fire against witch, excluding tank

So the question is... did this fix actually work or is the print incorrect?

jbzdarkid commented 9 years ago

promod.cfg Hasn't ever changed afaict, likely does nothing. Do we want to get rid of it?

jbzdarkid commented 9 years ago

Found a bug in that plugin, going to test my fix later tonight.

jbzdarkid commented 9 years ago

This issue can be fixed by turning off z_witch_allow_change_victim, though that means survivors won't ever "steal" the witch.

Attano commented 9 years ago

For future reference: if you see my nick somewhere on the list of authors of a plugin, it's highly unlikely that a simple bug might have skipped past me.

The 0.0 damage and Plugin_Changed instead of just Plugin_Handled are there for a reason. If you block the takedamage invocation completely, the SI will no longer be able to enrage the witch by scratching her. If that's your desired behaviour, then don't repeat the same mistake as you did with slowdown: plenty of configs out there still want to keep the SI somewhat potent in tandem with the witch.

jbzdarkid commented 9 years ago

Well again, I did test what I do, and that behaviour was still occurring with my plugin. I didn't consider it a "simple bug", but just so you know, the previous version did not work.

jbzdarkid commented 9 years ago

then don't repeat the same mistake aa you did with slowdown: plenty of configs out there still want to keep the SI somewhat potent in tandem with the witch.

I also don't follow the implication there, the mistake with slowdown was to do with someone setting the weapon mult to 0 while using native slowdown, and you seem to be implying that I'm intentionally nerfing the SI.

jbzdarkid commented 9 years ago

Tested it again, you're quite right, this doesn't let the SI scratch the witch. I'll push an update shortly.

MattNF commented 9 years ago

This issue can be fixed by turning off z_witch_allow_change_victim, though that means survivors won't ever "steal" the witch.

If you turn this off, Witches will never be a danger, since one person can just get staggered in front of her infinitely until she's crowned.

jbzdarkid commented 9 years ago

Have you tried that? You get pushed out of the way pretty easily. But yeah, I'd rather not...

jbzdarkid commented 9 years ago

Shitty solution: Let witch run through survivors.

jbzdarkid commented 9 years ago

Other, shitty solution, which I'll probably use since it fixes #79: Pre-Hook witch retarget event (if I can find it), save a copy, and restore it on the post-event.

jacob404 commented 8 years ago

Is this fixed? If not let's move it to 5.0

MattNF commented 8 years ago

why are we jumping all the way to 5.0 lol

jacob404 commented 8 years ago

because boss spawn mechanics and ladder shooting are pretty big mechanic changes

jbzdarkid commented 8 years ago

The convention is for major to be serious rewrites (v3 -> v4, e.g.) Minor is for large content patches (4.4 -> 4.5) And the next point down is for bug fixes / small feature creep (4.4.1 -> 4.4.2). See, for example, Mac OSX versions.

MattNF commented 8 years ago

Historically we've gone up one decimal place for large updates.

So the next one should be 4.6, not 5.0

MattNF commented 8 years ago

No ladder shooting in this update? Why not?

Visor said he tests things extensively so I expect that change to not have bugs.

jacob404 commented 8 years ago

if visor says its good to go then im okay with rolling it out, but i was under the impression the new version of eq wasnt done / it wasnt fully tested yet

MattNF commented 8 years ago

Fuck it, should just include all the new plugins and then put out a bugfix update in a week. #yolo

I forgot to send you the Christmas shit anyway so this would work out for me too.

But if you do decide not to include ladder shooting, you have to readd the ladder choke props since I removed them.

jacob404 commented 8 years ago

well im ok with waiting to see what @Attano has to say about the ladder shooting. if its ready to go we can include it in the update (i need a link to it) if not the update can be ready to go any time tonight / tomorrow

Attano commented 8 years ago

The new EQ is done and tested. Considering the amount of changes(roughly 70 lines in the changelog, formatting excluded), it had to be tested really well.

I'm only waiting for Dragon, because we need to sync our shit. I'm releasing the config, he announces w/e he's got to announce -- in our best collaboration traditions.