Author Topic: [Resolved] Fireproof zones  (Read 11374 times)

ushas

  • Hero Member
  • *****
  • Posts: 661
[Resolved] Fireproof zones
« on: June 04, 2017, 10:53:33 PM »
(v16, linux, HB, ~24 July)

Originally thought the grenade didn't proc despite being thrown (~ crit. failure), but this seems like an issue with some maps:  there is a line after which the whole area is resistant to any fire grenade. Meaning I can throw it there but the tiles will not go on fire neither units standing there will be harmed. So it's not only a graphical glitch. Near to that border you can get one or two rows on fire. Other grenades look working fine.

How to reproduce:
For example, start B&E mission (map 4 conf 2) and try throw any fire grenade across/near the white line on the floor
(see attached picture).

Down the line will try to report more, but, you know finding flame resistant areas consists of buying a lot of grenades and covering the floor with them... Perhaps there is some joint denominator to tackle before me going full pyromania? (besides would enjoy more having the firefighter ally)

So far I can reproduce this line on most of the SlumMed and DowntownMed maps (0-5, not 6). Though bombarded only a part of those maps. What have in common is the y coordinate. From looking at the log it looks you cannot put on fire all the tiles with y >= 27 (maps 1,2,3,5) or y >= 30 (maps 0,4).

For example, Map 1 (only y=26 row is on fire in the game, y>26 not):
Code: [Select]
MapDataScript.SetTilesOnFire. Method called. Centre X: 13 centre Y: 27 start x: 12 start Y: 26 effect X Size: 1 effect y size: 1
MapDataScript.SetTilesOnFire. Tile 12/26 Is not on fire. List pos of particle effect: 0 z - start y: 0
TileFireEffectsScript.EnableFlameParticlesAtPos. Method called. Pos: 0
TileScript.SetTileAndOccupantOnFire. Method called. Tile is: (12.0, 26.0) damage: 3 turns: 3
MapDataScript.SetTilesOnFire. Tile 13/26 Is not on fire. List pos of particle effect: 1 z - start y: 0
TileFireEffectsScript.EnableFlameParticlesAtPos. Method called. Pos: 1
TileScript.SetTileAndOccupantOnFire. Method called. Tile is: (13.0, 26.0) damage: 3 turns: 3
MapDataScript.SetTilesOnFire. Tile 14/26 Is not on fire. List pos of particle effect: 2 z - start y: 0
TileFireEffectsScript.EnableFlameParticlesAtPos. Method called. Pos: 2
TileScript.SetTileAndOccupantOnFire. Method called. Tile is: (14.0, 26.0) damage: 3 turns: 3
MapDataScript.SetTilesOnFire. tile x: 12 tile y: 27
MapDataScript.SetTilesOnFire. tile x: 13 tile y: 27
MapDataScript.SetTilesOnFire. tile x: 14 tile y: 27
MapDataScript.SetTilesOnFire. tile x: 12 tile y: 28
MapDataScript.SetTilesOnFire. tile x: 13 tile y: 28
MapDataScript.SetTilesOnFire. tile x: 14 tile y: 28
TileFireEffectScript.SetEmbersAndGlow. Bottom Row flame particles aren't active
TileFireEffectScript.SetEmbersAndGlow. Mid Row flame particles aren't active
TileFireEffectScript.SetEmbersAndGlow. Req min scatter: (-1.0, 0.0, 0.0) required max scatter: (1.0, 0.0, -1.0) Glow min scatter: (-1.0, 0.0, 0.0) Glow Max Scatter (1.0, 0.0, -1.0)
CharMainScript.ConcludeThrowAttack. Method called
« Last Edit: August 25, 2017, 11:30:18 AM by ushas »

Daithi

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1250
Re: Fireproof zones
« Reply #1 on: June 05, 2017, 11:35:03 PM »
Good catch. First though was a graphical issue, but you've got this covered. Will recreate and examine what is happening in the editor. Shouldn't be a hard one to fix, seems like an error in code which prevents the battle system from accessing tiles which are outside the map bounds (and thereby causing an error).

PS: if you want additional cash to buy grenades, type "ca" into console. Cash label won't update till you save. Obviously will make balancing harder to evaluate.

ushas

  • Hero Member
  • *****
  • Posts: 661
Re: [Fix Req] Fireproof zones
« Reply #2 on: June 08, 2017, 02:23:00 AM »
Ok, will use with consideration. Can be handy for testing.
I think Map 26 has this too. Tackle as you see fit, you have other stuff on the menu I suppose. I will leave this be for now, unless you need more thorough coverage, takes time. In case it helps anything - IIRC smoke grenades have no problem to proc and working.

Daithi

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1250
Re: [Fix Req] Fireproof zones
« Reply #3 on: June 09, 2017, 02:36:31 PM »
Good to know the smoke grenades are working - should make tracking the bug a bit easier.

Daithi

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1250
Re: [Resolved] Fireproof zones
« Reply #4 on: June 15, 2017, 11:43:47 AM »
This is fixed. The height (z axis size) of the map was being used when setting the width of area affected, so it couldn't set tiles on fire where the tile's x axis position was greater than the maps z axis size.

ushas

  • Hero Member
  • *****
  • Posts: 661
Re: [Resolved] Fireproof zones
« Reply #5 on: June 20, 2017, 08:48:22 PM »
Transposed coordinates, cool!