Sticky Mine bug
Wed, 2019-05-08 11:57
Switching to weapon that can shoot more than one shot (shotgun, pistol, sniper rifle) after launching a sticky mine locks the player
Demo
http://www.hedgewars.org/node/8707
Switching to weapon that can shoot more than one shot (shotgun, pistol, sniper rifle) after launching a sticky mine locks the player
Demo
http://www.hedgewars.org/node/8707
We really have got to figure out how to integrate bugzilla and forum accounts to encourage bug filing.
Maybe there's some sort of external auth delegate thingy.
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Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev
Github could not be used for bug and issues listing
So I have watched the demo and reproduced what you've shown.
So you use inf. attack mode, throw a sticky mine and immediately switch to shotgun.
So, it is true the timer freezes. But this is only until the sticky mine has dropped.
This is somewhat intended behaviour. If you use a shotgun and shoot a mine, you also normally have to wait until the mine has settled.
I fail to see why this is a problem. You don't lose your turn time, after all.
What do you want Hedgewars to do and why?
Hi, I am a Hedgewars developer.
Not immediately. I can move i can use all weapons before mines landing except double shoot weapon, hog just can't move if switch to him.
I have thought about this again for a while and now I agree.
I see the problem now. Basically it's about consistency. If your hog must wait until everything settles, this makes it impossible to flee. Yeah, I agree now that inf. attack mode should not do this to you.
I accept the bug report now.
Hi, I am a Hedgewars developer.
I used to allow you to move in multi-attack (and by extension run the clock).
unc0rr asked me to remove it.
He liked using the behaviour to pause turn time while an airstrike happened.
It does seem against the spirit of inf attack though.
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Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev
Nemo, air attack in inf. attack does not stop the clock at all. Since quite a while now (I cannot remember a version where it did).
It's off-topic anyway. This is not at all about air attack, it's about multi-shoot weapons which stop the clock while gears are still dropping.
The problem with this it is inconsistent:
- Throw 1st sticky mine: Stops clock until all gears settled
- Throw 2nd sticky mine (thus using up the weapon and leaving multi-shoot): Clock does not stop
OP wants the clock to not stop in both cases.
Hi, I am a Hedgewars developer.
He would launch air attack then fire pistol.
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Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev