construct <func_constructible> eats dynamite
Bug description; a call to construct a fake construction in the map script makes planted dynamite disappear elsewhere in the map. Possibly related to the ETPro bug (pre 3.1.14) "building-mg42-eats-dynamite bug"
Affects: FritzBot ET 0.70B final and 0.70C (keyword fix beta) Discussion: Since Crapshoot introduced us to the Code:
construct <func_constructible> //fake construct, tell the aiscript Workaround: The origin of the created func_constructible at the top of the spawn{ function of the game_manager should use a set of "x y z" coordinates that are as far away as possible from any possible dynamite plants in the map play. (Use /viewpos to find positions). So, Try putting this origin value in a corner position of the map or along a map edge. But if that is still not far enough try using a location outside the map using the /noclip command to get past the map clip box. Technically that is leaking an entity outside of the map but in runtime not compile time so it seems OK (so far). The targeting trigger_objective_info in the map script and the minor_construct action node in the nav file do not need any change in their position. Checking your workaround requires planting dynamite and triggering a script block with the construct <targetname>. (<targetname> being the string assigned to targetname in your create block). You must trigger construct command at least twice since only the second, third, 4th, 5th etc triggers will eat the dynamite. More info: See the wiki topics; Fritzbot Map Scripting and FritzBot Buttons And Levers (username and password are hinted at in the sign in box) |
Re: construct <func_constructible> eats dynamite
good find. it looks like the HandleEntsThatBlockConstructible function in g_weapon.c is what does it. setting mins / maxs to lower numbers when creating those ents may help in addition to moving those things away from all TOI's.
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