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#1
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Greetings, Tripwire forums! Before I begin, I just want to say that this is neither a bug report nor a suggestion (yet) as I first wish to defer the question to those more knowledgeable with the code.
Anyway, if you've ever played Killing Floor, you've no doubt encountered the Husk. If you've encountered the Husk, you've no doubt been set ablaze by his projectile at some point. This thread is all about how the Husk attacks you, and without going into the little details, the Husk's main strategy is to shoot his fireball at the player's feet, causing splash damage to his target as well as setting everything nearby on fire. However, the Husk also has some additional behavior in case his position is too low. During instances when the player is elevated above the Husk, the Husk will shoot his fireball directly at the player instead of at the player's feet. This is a perfectly sensible since he can't always see the ground below his target and the specimen is coded appropriately to handle this case. Unfortunately, there's one small flaw in that plan: the Husk's fireball does not collide with players. Simply put, the projectile will always harmlessly fly through its intended target. No idea what I'm talking about? Well fear not, for I've created a video to demonstrate what the hell I'm trying to say: Husk fireballs going through players - YouTube So why does this matter? Well, as you can see, the lack of projectile collision is highly exploitable. Many map spots which would otherwise be vulnerable to long range Husk projectiles are, in reality, nigh-God spot exploits simply because they're slightly elevated, and that "elevation" doesn't have to be very much. As a player, you don't even have to bother dodging. And more obviously, this doesn't seem like it was intended. Why would the projectile be totally harmless? Why would the Husk be specifically coded to aim directly at the player if this is 100% entirely ineffective in practice? This seems like an oversight that should be fixed, but I'm not declaring that as fact just yet. I want to ask for the opinion of you, knowledgeable KF coders and code interpreters: Is the Husk's fireball not colliding with players a bug or not? |
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#2
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probably a fault with extendedzcollision, plus it extends from the lawproj code, which they changed so that the rockets/nades wouldnt collide with ppl anymore.
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#3
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Oh! make a video about a support with a shotgun picking up ammo boxes. I was on biotics lab and when I picked up ammo, it wouldn't add to my perked ammo counter.
(I would only pick up enough ammo to fill an unperked shotgun. I would have to buy ammo to fill the rest of my perked max ammo counter) After a little testing I found this only happens if you expend ammo BELOW the shotgun's normal carrying capacity. So say you're a SS and you use 4 shots. When you pick up ammo, you'll fill to max perked ammo again. However if you use say 20 shots, when you pick up ammo it only fills to normal shotgun ammo capacity. I was a level 3 SS if that matters at all. |
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#4
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Unsure what the OP means. The fact that the husk cannot hit anyone at higher elevations is obviously not intended by TWI IMHO. Whether it counts as a bug or a glitch or w/e, I haven't a clue on the technical definition.
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#5
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Husk projectiles always were going though players and the zeds. The feauture of zeds dodging husk fireballs has a visual meaning only. If there is no place to dodge, fireball just flies through the zed. Same with players. Husk doesn't shoot you - he shoots the ground under you.
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#6
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Quote:
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#7
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#8
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I found that SO hilariously funny
![]() Oldies are the goodies ![]() I approve of that more than words can say
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#9
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Quote:
![]() Quote:
__________________
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