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Lurker knockdown human if grabbed while invisible mechanic abuse #7649

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cm13-issue-bot opened this issue Nov 22, 2024 · 2 comments
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Bug Admin events aren't bugs

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@cm13-issue-bot
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Testmerges

#7242: 'WIP Yautja Clan TGUI Menu' by realforest2001 at commit 0f24fabd69
#6334: 'Xenomorph Endgame' by Git-Nivrak at commit 6ab61a7c45
#7521: 'Human Resprites & Tweaks - Marines looking awesome' by Nanu308 at commit 3d25ec63f8
#7511: 'Weyland-Yutani Intranet Terminal' by realforest2001 at commit df2219bffb
#7165: 'Fax Responders TestMerge Collection' by realforest2001 at commit dddd5b453a
#7582: 'Flare Rework: Dying Light' by MaximusRexCM at commit 2493bccdf2
#6248: 'New Map: LV-759 Hybrisa Prospera' by Zenith00000 at commit c01cacd53d
#7623: 'More working/hazman joe lines' by Blundir at commit 6eb17a0017
#7335: 'gamemode value adjustmands, anti off screen and AP spam hvh' by cuberound at commit 3f2df1a4b4

Round ID

24922

Description of the bug

Lurkers are abusing a game mechanic by standing invisible on top of dead bodies, and when you try to grab the body, you are instead knocked down and the lurker walks off with you.

What's the difference with what should have happened?

Grabbing an invisible lurker shouldn't knock marines over without the lurker losing it's invisibility.

Please remove this broken mechanic or at least make it better. I don't want to have to right click on bodies all the time because of a broken mechanic.

How do we reproduce this bug?

Step 1. Be a lurker, go invisible, stand on top of marine
Step 2. As a marine, go to grab the fallen marine with CTRL+click, where you will instead be knocked over.

Attached logs

Jedidiah Gregory tried to pull Prime Lurker (BUT-266) but instead gets a tail swipe to the head!
x2

Additional details

  • Author: Artaxias
  • Admin: SmellyHippie
  • Note: None
@cm13-issue-bot cm13-issue-bot added the Bug Admin events aren't bugs label Nov 22, 2024
@Wintermote
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Wintermote commented Nov 26, 2024

That's pretty clever, but also kinda dumb. I don't know why the stun lasts so long instead of at least being a reasonable flicker stun or something.

@Drulikar
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The behavior itself is fine if anything the duration could be tweaked, but it should already be using their usual tackle strength duration.

puller.apply_effect(rand(caste.tacklestrength_min,caste.tacklestrength_max), WEAKEN)

@Drulikar Drulikar closed this as not planned Won't fix, can't repro, duplicate, stale Nov 26, 2024
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