-
Notifications
You must be signed in to change notification settings - Fork 796
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Issue Report]: Telekinesis won't push back if target is close to a wall #7482
Comments
Can you post a short video showcasing the issue? |
Check 48:40 https://www.twitch.tv/videos/2274425579 |
This is fixed in #7093 |
For the sake of documentation so we don't have to watch 30 seconds of ads: Desktop.2024.10.12.-.19.50.04.27.mp4 |
Based on the video above, I think this issue is slightly misleading in the way it is presented right now. The problem doesn't seem to be (or wasn't, since it was already fixed) the fact that "the monster was bordering a wall", but the fact that the knockback direction was not based on line of sight from the hero, but solely based on the "opposite direction the monster is facing currently". This can be clearly seen on the video itself: when Leoric is still facing the Rogue, but walking along the wall, he is knocked back properly. Then, when Leoric was facing the warrior, the knockback was trying to push Leoric into the wall instead of away from the Rogue (because the opposite of Leoric's facing direction then was against the wall), which is obviously invalid so the game would "skip" the knockback. |
Good thing it was closed |
You missed the point. People might land on this issue after searching for stuff/coming from links/etc. There was no issue linked to @kphoenix137 original fix, so it would be nice if this issue was reworded to properly document the problem. That is if anybody else cares, of course 🤷♂️ |
Maybe your point should have included the actual change to the issue that you want us to make. Something actionable instead of philosophical. |
You missed my point |
For future reference coming back to this, it seems like a good idea to rename the issue |
|
You really don't need to be this combative all the time... sheesh guys... If you honestly just want people (or myself specifically) to not comment or share their opinions at all, just say so and I'll ignore this kind of stuff from now on. All I'm doing is attempting to help keep things a little bit more organized/reduce confusion for people coming into these issues later on. |
I think it's mostly that:
made it sounds like you where telling us to keep things more organized rather then making a clarifying comment. |
This also could easily be misconstrued as, "I guess you guys don't care enough to fix it." Rather than what I now realize was probably the intended meaning: "If anyone else cares enough to Google this and learn all the details." That said, I do personally think the PR does a fine job of describing the issue. I also think anyone who cares enough to go searching for this issue could be bothered to click that link. But maybe that's just me. |
Hopefully they will find the change log once that is in place :) |
I know I'm late to the party but I decided to just put this here for anyone (in the future) confused by the video. The first push-back happens even tho Leo is near a wall on his left side, nevertheless you can see him skip/relocate after a bit, this is due to desynch. What my guess was that on my comrade screen Leo was not facing or near a wall thus from his point of view he was able to push him back via Telekinesis. As you can see after the monster entity has been linked (corrected desynch) no push-back takes place from the spell. Not sure if this comment was useful but I guess why not |
Operating System
Windows x64
DevilutionX version
1.5.3
Describe
So it appears that if the monster is bordering a wall the effect from Telekinesis won't have a push-back effect. I discovered that when facing Leoric in tonight's Ironman run. Xavier_sb also did confirm that this is a Vanilla bug/behaviour.
To Reproduce
Expected Behavior
The monster should get pushed-back
Additional context
I expect this problem will be the same with weapons with push-back effect, not sure about stuns* (when the monster is getting mlvl+ damage and moving towards you) .
The text was updated successfully, but these errors were encountered: