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func_button sometimes doesn't work correctly the first time it is used #1325

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hexaflexahexagon opened this issue May 13, 2021 · 4 comments
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Outcome: Resolved This was resolved, and will be in a future update. Priority: Medium Something that should be tried to be done in this release, but not as important as High priority. Size: Small Something that may take a day at most to do. Type: Bug Something that should work/look one way isn't quite doing that. Where: Game This is something for the main game code.

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@hexaflexahexagon
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Describe the bug
This bug exists in tf2 as well as momentum mod.

func_button entities, specifically set to something like On Damaged -> !activator, do not work properly the first time they are used in the current session. Using them a second, third, etc time will work properly. Also in SJ using 2 stickies instead of 1 for the first activation will work for some reason, even if they are both detonated at the same time.

To Reproduce
Steps to reproduce the behavior:

  1. Load a map set up like above (jump_yes_b4 linked below)
  2. Go to the button (setpos -8933.917969 -8209.738281 -8091.968750;setang 25.177860 -147.275574 0.000000 on jump_yes_b4, the button is the purple platform below you)
  3. Shoot the button once, you do not teleport.
  4. Shoot the button again, you do teleport.
  5. Use the setpos command to shoot the button again, now every time you hit the button you will teleport like desired.
  6. Reload the map and notice that the first time you shoot the button it again does not work properly.

Expected behavior
Buttons should work the first time you shoot them

Desktop/Branch (please complete the following information):
OS: Windows
Branch: 0.8.8

Additional context
jump_yes_b4 download can be found at https://mega.nz/file/8OpFAIzS#kKS6BiSJa3suc3tCGvVHUbdxy4YbySx_-ZD5258_ZEs

@hexaflexahexagon hexaflexahexagon added the Type: Bug Something that should work/look one way isn't quite doing that. label May 13, 2021
@braem
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braem commented May 13, 2021

Also in SJ using 2 stickies instead of 1 for the first activation will work for some reason, even if they are both detonated at the same time.

A little note on this: explosions happen one after another even when they're on the same tick. So the OnDamage func or w/e is being called twice in that situation.

@hexaflexahexagon
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A little note on this: explosions happen one after another even when they're on the same tick. So the OnDamage func or w/e is being called twice in that situation.

ah that makes more sense then.

@Gocnak Gocnak added Priority: Medium Something that should be tried to be done in this release, but not as important as High priority. Size: Small Something that may take a day at most to do. Where: Game This is something for the main game code. labels May 24, 2021
@braem braem self-assigned this Jun 10, 2021
@braem braem added this to To Do in 0.9.0 Release via automation Jun 10, 2021
@braem braem moved this from To Do to In Progress in 0.9.0 Release Jun 10, 2021
@Gocnak Gocnak added the Blocked: Needs testing & verification Needs testing and verification if properly fixed. label Jun 11, 2021
@braem
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braem commented Jun 15, 2021

Does this still occur?

@hexaflexahexagon
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Fixed on newest version.

0.9.0 Release automation moved this from In Progress to Done Jun 18, 2021
@lvaness lvaness added Outcome: Resolved This was resolved, and will be in a future update. and removed Blocked: Needs testing & verification Needs testing and verification if properly fixed. labels Jun 19, 2021
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Labels
Outcome: Resolved This was resolved, and will be in a future update. Priority: Medium Something that should be tried to be done in this release, but not as important as High priority. Size: Small Something that may take a day at most to do. Type: Bug Something that should work/look one way isn't quite doing that. Where: Game This is something for the main game code.
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