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Risewild
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Mothership Zeta Turret Terminals

As reported by Pavel.

The terminals used to detonate turrets seems to somehow teleport the explosion right to the terminal and injuring the player .

Category: 

Bug report

Component: 

Other

Priority: 

Normal

Status: 

Closed (merged)

Project: 

Tale of Two Wastelands

Version: 

TTW 2.6

Reporter: 

Risewild

Created: 

Mon, 08/11/2014 - 05:01

Updated: 

Tue, 08/26/2014 - 19:25
Edited by: TJ on 08/26/2014 - 19:25
JaxFirehart
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Confirmed, this happened to

Confirmed, this happened to me in an unmodded game.

KeltecRFB
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No, it's working as it should

No, it's working as it should.  Shame on you for trying to sabotage the turrets ... ;)

<joking>

JaxFirehart
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I lie, my game was gently

I lie, my game was gently modded and I eventually came to the tentative conclusion that it was the first person camera mod that was doing it. Not certain, but it seemed...

Risewild
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Well... I have no such mod

Well... I have no such mod and never had it EVER! and it still happens to me new fresh TTW install with just DarnUi TTW and MCM in my game (and all optional TTW files except the start menu).

Gribbleshnibit8
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Haven't been to this DLC.

Haven't been to this DLC. Which option in the menu are you guys using? The script looks good, so if it IS messing up it's some bug in the engine or something. Not good, but can probably fix with some fun scripting.

The script is DLC05AlienControllerAsmSCRIPT

Risewild
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The strange thing is... it

The strange thing is... it never did that in past TTW versions it used to work properly .

Back in the past using the option "Overload Turrets" (or something like that) would explode the turrets and that was it, now when we use that option it seems to explode the turret but the explosion does not happen where the turret is, it happens right in front of the player (next to the terminal) and it hurts .

Gribbleshnibit8
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I just did a test in

I just did a test in DLC05RobotAssembly with the terminals with RefIDs xx00AA00 and xx0039B6 and had no issues at all.

 

EDIT: After some testing I have concluded that SOME of the terminals will damage the player due to the script using the Plasma Grenade explosion, which does quite a lot of damage at a radius of 750 units, which is pretty dang big. In FO3 the radius was 450 Suggested solution is to use a new explosion with reduced radius, something on the order of 150-200.

The solution Jax and I agreed upon is to make all Zeta explosions use the plasma mine explosion instead. It's very similar in power to the FO3 grenade, and in fact identical to the FO3 mine. This solution also maintains compatibility with mods that affect vanilla explosions, so it's a win all around.

Risewild
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Sounds good, so it was

Sounds good, so it was because of that giant explosion that the terminal would also explode after we disable the turrets? or is the terminal exploding when we choose to disable the turret a different issue?

TJ
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Fix is in the SVN, will add

Fix is uploaded, will add it to RC tomorrow morning.

Issue changes: 

Status: Verified » Closed (merged)
Issue summary: Old » New