halflife-unified-sdk
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Missiles fired by enemy tanks follow RPG laserspot.
Description
See https://github.com/ValveSoftware/halflife/issues/3361
Build : Half-Life Unified SDK V1.0.0 Release Candidate 001
Project info
Using cl_projectinfo_print_all
:
Project info for client:
Version: 1.0.0-Beta
Branch: master
Tag: UNIFIED-V1.0.0-RC001
Commit Hash: 68ea0b7ec048935f1e1e740c5778aedebb00458d
Build Timestamp: 20:02:58 Jul 30 2023
Project info for server:
Version: 1.0.0-Beta
Branch: master
Tag: UNIFIED-V1.0.0-RC001
Commit Hash: 68ea0b7ec048935f1e1e740c5778aedebb00458d
Build Timestamp: 20:03:54 Jul 30 2023
This is because they fire RPG rockets which are coded to always follow laser dots if they are in a cone in front of them.
It's only exploitable in one area and then only to allow rockets to be redirected slightly with no other enemies to hit so this isn't a high priority issue.
I'd suggest adding an option to toggle this behavior on RPG rockets as well as func_tankrocket
to allow this behavior to be controlled by level designers.