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Melee attached meshes no longer considered when looking for targets #921

Open Timmy-the-nobody opened 1 year ago

Timmy-the-nobody commented 1 year ago

Prerequisites

Your Environment

Description

image

Attached meshes clip through damageable entities without damaging them (at least with characters, haven't tried with other classes)

Steps to reproduce the behavior

Add this snippet on the serverside, and try damaging a character with the attached crowbar

local eTestMelee = Melee(
    Vector(),
    Rotator(),
    "nanos-world::SM_Torch",
    CollisionType.Normal,
    true,
    HandlingMode.SingleHandedMelee,
    ""
)

eTestMelee:AddAnimationCharacterUse("nanos-world::AM_Mannequin_Melee_Stab_Attack")

local eAttached = StaticMesh(Vector(), Rotator(), "nanos-world::SM_Torch")
eAttached:AttachTo(eTestMelee, AttachmentRule.KeepRelative, "", 0, false)
eAttached:SetRelativeLocation(Vector(0, 0, 100))
eAttached:SetCollision(CollisionType.Normal)

Player.Subscribe("Possess", function(_, eChar)
    eChar:PickUp(eTestMelee)
end)

image

Expected behavior

Attached static meshes should damage damageables

Actual behavior

Attached static meshes doesn't seem to be used for targeting ennemies when the melee picker attacks

Timmy-the-nobody commented 1 year ago

Bumping this, hoping to avoid attaching triggers to melee weapons as a workaround