PS. there's a bug report forum <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
i dun think i need to report on this, this is so well known but i still wanna know. take an example. back in 2.0, marines put an pg in the rt near to ms in ns_lost (the one locked with doors) and relocate the whole base. fade uses acid rocket to shoot through the wall and end the game.
no, he is talking about the old lost. Acid rocket's area of effect penetrates thin walls to damage players/structures on the other side. He is wondering if this effect is purposeful or just something that hasn't been taken out.
<!--QuoteBegin-Real PUA+Jun 1 2005, 03:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Real PUA @ Jun 1 2005, 03:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The aliens have 3 hives and hence the game was already over and needed to be ended.
Are you saying the fade can acid rocket beta deck RT from alpha continuum hive? Ive never seen that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> There used to be a weldable rt to the right of ms on lost. Marines could actually relocate into that little weldable room with the rt by building structures through the very thin wall, and then spawning/phasing in there. They would then sit on their **** for a half hour, only welding out of the room when fully upgraded and loaded with weaponry. Acid rockets and spores were the only ways to hurt people inside that room, because they damaged through walls.
<!--QuoteBegin-typical skeleton+Jun 1 2005, 02:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (typical skeleton @ Jun 1 2005, 02:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Doesn't this kind of fall into the "so rare it's not a problem" category? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Lemme fix that for you:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Doesn't this kind of fall into the "rare but it's still a problem which means it still needs to be fixed" category?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well, how about a few examples of acid rocket penetrating thin walls in a way that seriously gives the aliens an advantage?
I mean, if the fades are running around with acid rocket, chances are marines are turtle'd up in their base anyway. this may be a bug, but I have never seen this being exploited in any meaningful way, ever.
We had a discussion on the AOE weapons a while back (Cagey was the coder looking into it, if I recall). The problem is that the bug is embedded pretty deeply in the HL engine - CS suffered from it for a long time, if I recall correctly; not sure whether they got around to fix it - and seeing that the bug does just not affect gameplay <i>that</i> much or often, we put it on the backburner in favor of a few of the more regularily occuring issues.
There's a generic function in Half-Life that does damage to everyone around it within a radius. It also scales the damage done by the distance from the center. It's meant for explosion-type attacks, like grenades and rockets. The bug is that it applies damage through solid brushes.
If they wanted to fix this bug, they'd have to write their own function, instead of using the one in Half-Life. I think they may have already done this for grenades, as a way to fix a problem related to vents, though I'm not sure if it's 100% applicable to all projectiles.
<!--QuoteBegin-Lofung+Jun 1 2005, 08:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lofung @ Jun 1 2005, 08:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i dun think i need to report on this, this is so well known but i still wanna know. take an example. back in 2.0, marines put an pg in the rt near to ms in ns_lost (the one locked with doors) and relocate the whole base. fade uses acid rocket to shoot through the wall and end the game.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Oh I remember that. There was a weldable door (weld to open it), and if the commander placed a PG just inside it, a marine could build it through the door. Then you could phase inside and relocate the whole base there, and since the only way in was the PG, aliens could never touch it. Pretty nasty exploit there. Fades could shoot through the door by standing right against it sometimes, though. An exploit to take away a huge advantage gained through exploiting. Sounds fair to me.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
I don't know if this is worth implementing, but here's a possible approach to fixing it. Rather than have the explosion deal damage, collect a list of everyone whom the explosion would have dealt damage to. Then fire an instantaneous hitscan projectile at the person from the center of the explosion. If it hits then apply the appropriate damage.
This would be a pretty significant change however, because you would be able to hide around corners to take no damage from aoe weapons. This might make sense for grenades, and could provide some cool strategies for avoiding grenade explosions, but I don't think it makes much sense for spores.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
whatever happened to that bug thing where when a grenade would explode, the real blast would come from like 10 units above where the grenade actually was, so when you fired grenades into vents they would hit more than they were spose to since they would explode in the void? did that get fixed?
We're not talking about the AE damage bug here. The acid rocket bug is where the actual rocket itself spawns on the other side of a thin wall if the Fade is standing close enough, and thus shoots into the other room. Honestly I don't know whether or not it's been fixed, but either way it's so rarely useful(and so rarely usable) that it's not really a problem.
<!--QuoteBegin-moultano+Jun 2 2005, 05:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 2 2005, 05:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't know if this is worth implementing, but here's a possible approach to fixing it. Rather than have the explosion deal damage, collect a list of everyone whom the explosion would have dealt damage to. Then fire an instantaneous hitscan projectile at the person from the center of the explosion. If it hits then apply the appropriate damage. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The problem with this is: where do you aim the hitscan projectile? The obvious target would be the dead centre of the player, but then if that point was behind some cover, then the player would take no damage, even if other parts of the model were exposed to the blast. Although this might not be too bad on a marine, it would certainly have an impact on an onos, which protrudes a fair way from it's origin. You'd be replacing one glitchy system with anothery glitch system - and at least the current solution is consistant and low bandwidth.
zombiehellmonkeyJoin Date: 2007-08-31Member: 62093Members, Squad Five Blue
Fade acid rocket was fun, the best long range alien weapon ... <a href="http://www.youtube.com/watch?v=gGLcGLfg3d8" target="_blank">http://www.youtube.com/watch?v=gGLcGLfg3d8</a>
Comments
Is the projectile affected by gravity?
Also, the rocket is a splash based one, so you'll get an AoE effect, if shooting at the top of the wall, against entities near to the wall
PS. there's a bug report forum <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Are you saying the fade can acid rocket beta deck RT from alpha continuum hive? Ive never seen that.
Acid rocket's area of effect penetrates thin walls to damage players/structures on the other side. He is wondering if this effect is purposeful or just something that hasn't been taken out.
Are you saying the fade can acid rocket beta deck RT from alpha continuum hive? Ive never seen that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
There used to be a weldable rt to the right of ms on lost. Marines could actually relocate into that little weldable room with the rt by building structures through the very thin wall, and then spawning/phasing in there. They would then sit on their **** for a half hour, only welding out of the room when fully upgraded and loaded with weaponry. Acid rockets and spores were the only ways to hurt people inside that room, because they damaged through walls.
Lemme fix that for you:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Doesn't this kind of fall into the "rare but it's still a problem which means it still needs to be fixed" category?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I mean, if the fades are running around with acid rocket, chances are marines are turtle'd up in their base anyway. this may be a bug, but I have never seen this being exploited in any meaningful way, ever.
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> = dead
=========
a^c^i^d^
<!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
If they wanted to fix this bug, they'd have to write their own function, instead of using the one in Half-Life. I think they may have already done this for grenades, as a way to fix a problem related to vents, though I'm not sure if it's 100% applicable to all projectiles.
Oh I remember that. There was a weldable door (weld to open it), and if the commander placed a PG just inside it, a marine could build it through the door. Then you could phase inside and relocate the whole base there, and since the only way in was the PG, aliens could never touch it. Pretty nasty exploit there. Fades could shoot through the door by standing right against it sometimes, though. An exploit to take away a huge advantage gained through exploiting. Sounds fair to me.
So if the CS team can't fix it, it's probably not viably fixable.
I can't think of one official map where this is a problem. Siege maps don't really count... leave it up to the author to worry about that.
This would be a pretty significant change however, because you would be able to hide around corners to take no damage from aoe weapons. This might make sense for grenades, and could provide some cool strategies for avoiding grenade explosions, but I don't think it makes much sense for spores.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The problem with this is: where do you aim the hitscan projectile? The obvious target would be the dead centre of the player, but then if that point was behind some cover, then the player would take no damage, even if other parts of the model were exposed to the blast. Although this might not be too bad on a marine, it would certainly have an impact on an onos, which protrudes a fair way from it's origin. You'd be replacing one glitchy system with anothery glitch system - and at least the current solution is consistant and low bandwidth.