View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008748 | Valley 1 | Bug - AVWW Multiplayer | Jul 3, 2012 1:12 am | Jul 7, 2012 3:02 am | |
Reporter | Brise Bonbons | Assigned To | |||
Status | feedback | Resolution | open | ||
Product Version | 1.108 | ||||
Summary | 0008748: Seemingly teleporting around room randomly. | ||||
Description | Basically as described above, disappearing from one part of the map and appearing elsewhere. This occurred in multiple rooms and multiple tile sets. I do not recall it happening in a cave system, but I can't be certain about that. It only happened once to me, but all 3 of us had it happen at least once. My friend reported that he always seemed to teleport higher in the room than his current location, which is what happened in my case as well. I will keep my eyes open for further instances of this bug, but I have a feeling it is either an enemy ability we are not aware of, or will be very hard to recreate. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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I've had this happen to me a few times - particularly underwater, for some reason. I *think* what's happening is that sometimes things get stuck in the ground, or spawn in an area which the player can't possibly reach - and the game deals with this by teleporting the player/object to a different part of the room, usually near the very top. |
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If you can reproduce this reliably, I'd LOVE to see a world file of this. |
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See towards the very bottom of Beta 1.049 (its second to last entry): http://arcengames.com/mediawiki/index.php?title=AVWW_-_Post-Launch_Series_1_Release_Notes#Beta_1.049_Yet_More_Polish "Added in logic so that if an enemy or player somehow gets stuck in an invalid position (usually embedded in a wall) for more than 12 seconds, they will teleport to a random valid position in the current chunk. Obviously it is more ideal if they never get stuck in the first place, and generally they don't, but this acts as something for an overflow valve for the strange situations when they do." You can easily reproduce this with a /Summon/ by using Summon Rhino while facing a wall as closely as you can. The rhino will be stuck in the wall for a few seconds. It then disappears - but watch your minimap: the Rhino doesn't disappear, but actually teleports to somewhere else on the map. So this seems like this is just a feature of the game that kicks in when something (including the player) gets stuck in the wall. |
Date Modified | Username | Field | Change |
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Jul 3, 2012 1:12 am | Brise Bonbons | New Issue | |
Jul 3, 2012 2:28 am | Pyrrhic | Note Added: 0026260 | |
Jul 3, 2012 8:06 am | tigersfan | Internal Weight | => New |
Jul 3, 2012 8:06 am | tigersfan | Note Added: 0026262 | |
Jul 3, 2012 8:06 am | tigersfan | Status | new => feedback |
Jul 7, 2012 3:02 am | Pyrrhic | Note Added: 0026431 |