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[summer beta 2] HRG Bombardier explosion radius and 2 more reports

Explosion radius grows exponentially (does not reset to default).

A piece of code was added to KFPawn_HRG_Warthog.uc

lines 1190 - 1216, simulated function GameExplosion PrepareExplosionTemplate()

to make it work with Demo and Survivalist's extra explosion radius skills. However, it does not reset back to default value after execution, the radius grows exponentially with each next explosion: 300 - 450 - 675 - ... There was similar bug with pulverizer, you probably remember that. To clarify, i'm talking about drone explosion itself, not of its grenades that are ok.
 
Another report is
despite this change
  • Both drones will not enable Scrake/Fleshpound’s rage due to the amount of attacks received. The drones can still enable these Zeds’ rage due to health threshold.
the Bombarider will enrage (Scrakes mainly) with ballistic impact of its grenade. While explosion part (KFDT_Explosive_HRG_Warthog) has bCanEnrage=false, the ballistic damage type of grenade impact does not have it, so it will enrage. This bCanEnrage variable is participating if following:

- for Scrake it makes it ignore a check on whether it should enrage due to health threshold, so for as as long as it only takes said type of damage it will not enrage even when it's below its rage threshold, but should it take any other type of damage it will rage. In case of Bombardier Scrake ignores explosion but will rage upon taking direct impact with the grenade.
- for FP it prevents its rage plugin from accumulating damage-until-next-rage. It case of Bombarier it's not a big deal since the most of its damage comes from explosion which FP ignores.
 
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KFWeaponSkins.uc, Id=9605, Stingray Engineer Heckler & Koch UMP has the same name and MIC path as Id=9603.

UMP has two Stingray Engineer skins (9603 and 9605), but missing Stingray Logistic.

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An intended decision is that you can't have Sentinel and Bombardier at the same time in the air. However it's still possible to have multiple units of these. You need a team mate for that. Deploy a drone - drop the weapon to your mate - let them do the same - get it back - deploy - repeat. I only tested in on dummy bots but pretty sure it will work with actual players too.
 
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