Stairs and Traps
Testmerges
#6334: 'Xenomorph Endgame' by Git-Nivrak at commit 22dcde564c
#6071: '[V] Sorokyne Strata: Expanded Small corridors, removed 3000 unused tiles, Xenos can now weed everything except LZ's and surrounding of LZ's, allow LAZ for CAS inside structures with light blue Areas on Tacmap (glass ceiling hallways)' by Venuska1117 at commit 300a41768f
#6808: 'Attachments resprite' by Blundir at commit cc4fe40905
#6938: 'SHARP Rifle Revived' by Nomoresolvalou at commit db04ccde7e
#7231: 'temp revert for cmss13-devs/cmss13#7201' by harryob at commit ad026a34c5
Round ID
24132
Description of the bug
Reportedly, traps can not be shot on the transition points on stairwells, this seems to be a 3x3 tile box centered at the point where you change floors on the Almayer.
What's the difference with what should have happened?
Traps should be shoot-able, but rather can only be triggered by walking on them.
How do we reproduce this bug?
- Weed the stairwell
- Place a hugger or acid trap on the stairwell
- Try and shoot the trap
Attached logs
N/A
Additional details
- Author: Biolock
- Admin: Biolock
- Note: None
byond issue sadly like everything else that has to do with stairs
This happens because we don't use "real" z-levels and the the teleporters as such block some things
I come directly from the future to announce that multi-z levels are now a thing and will replace the teleporters, so fear not.
I come directly from the future to announce that multi-z levels are now a thing and will replace the teleporters, so fear not.
not a BYOND issue, moreso how we handle "real" z-levels btw
should be resolved with the new multi-z initiativ