Weird explosives glitch

Discussion in 'Halo and Forge Discussion' started by Nutduster, Nov 17, 2012.

  1. Nutduster

    Nutduster TCOJ
    Senior Member

    Messages:
    3,475
    Likes Received:
    38
    I found a bug in the process of testing my new map. Not sure how extensive it is but it caused me a headache for a while.

    Basically the bug is this: if you put two fusion coils side by side (just a few feet or even inches apart) and then start a custom game and shoot one of them with a precision weapon, the explosion doesn't blow up the other one. On a regular map (e.g. a Lockout remake) this would be weird and irritating, since the coils are often paired for maximum carnage, but on maps with mechanisms it can be downright debilitating. My map has a container sitting on fusion coils, and when you shoot the one coil that is visible it's supposed to blow the other ones and let the container drop. This works in forge but wasn't working in customs, because as I found by watching in theater, that first explosion wasn't setting off the others. (Note: none of the coils were merged with any solid object, or blocked off from one another in any way.) Then I tested just sitting two coils right beside each other in an open area, and they did the same thing.

    Ultimately I seem to have gotten it to work in the strangest way: all coils are set to fixed physics (they need to be for the mechanism), spawn at start = No, with a short spawn timer (like 5 seconds). The thing sitting on them also has a short timer and spawn at start = No. I don't know which part of this made things work because I did it all at once, but after setting it up that way it works in custom games just like in forge. I have also noticed that before I fixed the problem, I could trigger all the fusion coils to blow up with a rocket launcher or something, and then when they respawned they would work normally. That's not a good workaround, but it might give some insight into the nature of the glitch (and that's why I tried changing them all to not spawn at start).
     
    #1 Nutduster, Nov 17, 2012
    Last edited: Nov 17, 2012
  2. Kronos001

    Kronos001 Ancient
    Senior Member

    Messages:
    36
    Likes Received:
    2
    Use trip mines. They explode. Fusion coils do not.

    Edit: It's silly, but I was playing with it. Falling fusion coils do not cause any real sound or explosion, it appears to just be visual. So I put trip mines at the bottom. The -impact- from the coils blew the trip mines, not the fusion coils exploding. Of course you could also just shoot the trip mines I assume.
     
    #2 Kronos001, Nov 17, 2012
    Last edited: Nov 17, 2012
  3. ExTerrestr1al

    ExTerrestr1al Promethean
    Senior Member

    Messages:
    2,387
    Likes Received:
    2,515
    thanks for posting that is really useful to know how to work around. I like finding ways to use mechanics.
     
  4. Aeoss

    Aeoss Ancient
    Senior Member

    Messages:
    39
    Likes Received:
    0
    makes sense now, i believe my minigame may be afflicted by this glitch. however ive been using a combination of trip mines and fusion coils. but have mixed results. il go back and do some looking into weather or not the fusion coils are causing the degraded results
     
  5. ExTerrestr1al

    ExTerrestr1al Promethean
    Senior Member

    Messages:
    2,387
    Likes Received:
    2,515
    yea explosions definitely work differently than they did in Reach. It's much harder to get them to go through walls to create a string of explosions safely that can trigger some event.

    Going through the wall once works fairly well. But startign inside a wall and then trying to get the explosion to come back out again, doesn't seem to be possible.

    I ended up needing to create a gap in the wall to make the explosion come through. small enough to prevent a person from exiting the wall, but large enough for some explosive force to keep the chain going.

    that was to try and create an elevator, and I finally got it to work. but then I realized that using trait zones is WAY better, so i've abandonded the above technique until some other need arises.
     
  6. PacMonster1

    PacMonster1 Senior Member
    Senior Member

    Messages:
    2,898
    Likes Received:
    2
    Did you bring it up on waypoint?
     
  7. Nutduster

    Nutduster TCOJ
    Senior Member

    Messages:
    3,475
    Likes Received:
    38
    I don't really post on Waypoint. I realize it's more likely for 343 to see it there, but the community basically sucks.
     
  8. PacMonster1

    PacMonster1 Senior Member
    Senior Member

    Messages:
    2,898
    Likes Received:
    2
    True but there are glitch compendium threads these kind of things can go into
     

Share This Page