walkable- unprotected

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Darkon
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walkable- unprotected

Post by Darkon »

not sure if i should class this as a bug or a new idea...

anyway, when something is walkable and unprotected, it still protects against explosions, would it be possible to make it work the same way as when you drop a bomb onto something walkable and unprotected? (as in the way the explosion still goes onto the CE)

*edit* aha! thats the problem!

it works fine for dynamite, but for the dynabombs, it doesnt!
so i guess this IS a bug!

can someone move this please? :-p
Zomis
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Post by Zomis »

Ok then, a bug it is!
I haven't checked it myself though, but I trust Darkon :)

(And BTW, when calling things "Bugs", Holger generally fixes it much faster then he would if you would call it an "Idea" ;))


umm...Holger, remember the bug about the "CE changes to <element> when CE digs <element>" condition which doesn't exist? ;) I suggest you fix the bug by adding that condition :D (ok, just kidding :))
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Holger
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Post by Holger »

I have just tested this. This is not a bug, but intended behaviour.

If the walkable field is indestructible, then the dynabomb explosion stops at it (and does not hurt the player, even if the CE is "unprotected"). If it is destructible, CE and player are destroyed/killed.

So, this is not a bug, but just the specific behaviour of dynabomb explosions. (See the original Dynablaster, where explosions cannot explode over elements without destroying them, either.)

The difference is just that dynabomb explosions stop at all indestructible elements, while other explosions can go over walkable, but indestructible elements without destroying them. If there's a bug, than it's the latter case (which is "historical" behaviour, as often in such cases)...

So I won't change this, or I would have to add another compatibility switch. :-/
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Darkon
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Post by Darkon »

compatability switch would be nice ;-)

dyna blasters may have acted that way, however bomberman certanly didnt, so its basically a yes/no situation

all i can suggest is that by default, it acts as it does now, but under the dynabomb settings, it can be changed
Last edited by Darkon on Sat Feb 26, 2005 2:36 pm, edited 1 time in total.
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Holger
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Post by Holger »

So there were different behaviours in different Dynablaster clones apparently.

Yes, such a switch should work, as the different functionality already exist...
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Post by Zomis »

Holger wrote:I have just tested this. This is not a bug, but intended behaviour.
Oh well, since there is no "Intended behaviour" forum, I guess we'll let it stay here :)
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Holger
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Post by Holger »

Jup, it's perfectly okay to keep bug reports that came out being no bugs at this place. Maybe I decide later that it is a bug after all... ;-)
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