Known Bugs: Difference between revisions

From MCM Combat Operations
Jump to: navigation, search
No edit summary
Line 41: Line 41:
'''Workarounds:''' Firing the missiles within 64 meters of the target seems to produce far more reliable performance.<br>
'''Workarounds:''' Firing the missiles within 64 meters of the target seems to produce far more reliable performance.<br>
'''Other Notes:''' I am personally guessing it's due to the max range limitation of llMoveToTarget which a lot of missiles in MCM use.  If that is the case, a quick fix would involve having the missiles move to the nearest valid target repeatedly until the intended target is in range, or even easier, shortening the lock range.
'''Other Notes:''' I am personally guessing it's due to the max range limitation of llMoveToTarget which a lot of missiles in MCM use.  If that is the case, a quick fix would involve having the missiles move to the nearest valid target repeatedly until the intended target is in range, or even easier, shortening the lock range.
==Bunny==
[[File:Classic_bugsbunny.png]]

Revision as of 01:13, 18 November 2012

Here is a list for known bugs for MCM. If you are aware of a bug please add it to the page with as concise information as possible on how it appears and what's precisely wrong.

Mech Bugs

White Noise: Shuffle Walk

Issue: Certain users (Mangaman1001) have a shuffling walk with an active whitenoise instead of the proper walk animation.
Reproduction: Me and tsuno are not getting it we both have the speed increase perk, have not verified if that's the cause.
Workarounds: Running forces the animation to be nice
Other Notes: Appears to be a limitation on how SL handles movement speed. You don't animate as running based on input, you animate as running based on absolute velocity. Therefore if a mech puts you at the threshold speed odd shit happens. Perhaps if we made the walk/run the same animation?

Perk Bugs

Eclipse Perks: They do nothing

Issue: Eclipse mech perks do nothing. Even the passive ones.
Reproduction: Pretty straight-forward. Take any perk, like the pulsewave damage increase and see no change, even after a mech reset.
Workarounds: none.
Other notes: I guess Xxander didn't have the time to actually code these.

Sure Footing: Works in reverse

Issue: Sure footing reduces your knock resistances.
Reproduction: Take the perk, get hit with knockdown. Comparing the knockdown rates with and without paint a clear picture.
Workarounds: Don't take the perk.
Other notes: This perk is a requirement for a heat management perk, which creates a bit of an issue...

Weapon Bugs

Any bugs with any particular weapon system go here. Section title should be the weapon's name, if it's a version packaged with the mech, put the mech name prior to the weapon.

Baal: HellFire Napalm Cannon

Issue: Flamer does not shut down and operates even when mech is disabled.
Reproduction: Equip and activate flamer, fire it while being destroyed.
Workarounds: Removing the weapon will prevent it from attacking.
Other Notes: It is possible to attack mechs without your meter activated in this fashion. However, doing so is considered cheating and will result in stiff penalties.

LRM2

Issue: LRM2 missiles have difficulty tracking a target
Reproduction: Get a missile lock with a LRM2 fire them, particularly from long range
Workarounds: Firing the missiles within 64 meters of the target seems to produce far more reliable performance.
Other Notes: I am personally guessing it's due to the max range limitation of llMoveToTarget which a lot of missiles in MCM use. If that is the case, a quick fix would involve having the missiles move to the nearest valid target repeatedly until the intended target is in range, or even easier, shortening the lock range.

Bunny

File:Classic bugsbunny.png