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Hostile mininuke manhacks make unorthodox pets #66758
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Dispatchers should also probably retreat to a safe distance after deploying manhacks, and if there isn't anywhere to go should only deploy tear gas/flashbang hacks. |
I took a little bit of time to look into this to see if I could pinpoint the problem, first thing I tried was removing PACIFIST from the drone flags again but they still wouldn't detonate. After turning on debug mode I found this message was popping up: which seems to be coming from these lines: Cataclysm-DDA/src/monattack.cpp Lines 5340 to 5348 in f43f044
It could possibly be related to #66161 since use_action for explosives was reworked there. |
That could be it, I figured it was unlikely your PR did it without you somehow noticing, I just couldn't find any other relevant ones from a quick search |
All good I'm glad that you pinged it cause othewise I probably wouldn't have noticed this bug, I love the dispatch conceptually and I'd hate to see it's mechanics bugged. I might take a look at fixing this if I get some free time and someone else hasn't already fixed it in the future, though I am pretty novice when it comes to c++ so it might be a challenging lol. |
That is few too many Probably easiest way to fix is to define new grenades that are used by the manhacks only that have same use_action definitions as old grenades. |
Describe the bug
None of the exploding manhacks appear to be detonating possibly due to #64027 giving them PACIFIST whether deployed by the player, an enemy dispatch or spawned in
Attach save file
N/A
Steps to reproduce
Expected behavior
KABOOM!
They should detonate when near a hostile (potentially only when out of range of their dispatch if that wasn't already a thing)
Screenshots
Versions and configuration
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Portal Storms Ignore NPCs [personal_portal_storms],
Slowdown Fungal Growth [no_fungal_growth],
No Rail Stations [No_Rail_Stations]
]
Additional context
No response
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