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This one is actually a bit of a longstanding problem, it's not actually all enemies that are affected by this, it should be just jumpscare enemies or those that have the wakes_on_shot property. Woken and moving enemies should be able to take damage. At some point there was a change made so that shopkeepers are only affected by player directed shots. This brought extra complexities to the engine which are hard to understand without a coding background and knowledge of the engine. One of the bugs with this appears to be that any systems that are not directly on the player entity will also not be able to affect sleeping enemies. The extra systems for the Centrifuge weapon are some examples of this, since those systems are directly on shots rather than on the player entity itself. So overall, it's kind of a tricky thing to fix for us since we have limited coding experience or understanding of the engine code. I'm taking a look at it but I'm not sure that I'll be able to find a solution, unfortunately. |
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The *secondary* shots are killing sleeping enemies just fine. It's the tertiary ones that aren't. I'm not sure if that makes it fixable. |
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From what I can see it's only the initial Blue arrow style shot that will wake an enemy thus allowing the next shots to also do damage. The second wave of semi-circular blue shots don't appear to be waking the enemy either, which makes sense as far as I understand the issue. So from my testing it seems like the *secondary* shots are also not waking the enemy... as far as I can see, although there could be extra weirdness going on that I'm not aware of. |
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I'd be willing to help test but I don't currently have a saved game with this weapon equipped and I'm not sure how to create one. |
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You can create the weapon by clicking the Temp Dev Mode checkbox when starting a run. Then if you press the L key that will bring up some debugging options. Then you can choose the X1_ItemTestScript and click Run Dev Script. That will then spawn all the expansion items in the script. There are also other scripts that will spawn different selections of items. Note: achievements are disabled when in this mode. |
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I'm currently going through unity upgrade hell at the moment (though it's winding down I think, finally -- and it's a funny story about needing to upgrade compilers and then a total lack of organization by some really huge companies, but I digress) https://goo.gl/KyvnZF
Ahem. At any rate, if someone wants to turn on savegame logging and do a save they know will fail, then load that save and watch it fail, and send me the two logs that create inside PlayerData, that would save me the time of doing that same thing. |
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