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Stairs and Traps

Open cm13-issue-bot opened this issue 1 year ago • 2 comments

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?

  1. Weed the stairwell
  2. Place a hugger or acid trap on the stairwell
  3. Try and shoot the trap

Attached logs

N/A

Additional details

  • Author: Biolock
  • Admin: Biolock
  • Note: None

cm13-issue-bot avatar Sep 28 '24 20:09 cm13-issue-bot

byond issue sadly like everything else that has to do with stairs

Willzadl avatar Sep 28 '24 23:09 Willzadl

This happens because we don't use "real" z-levels and the the teleporters as such block some things

ItsVyzo avatar Oct 12 '24 08:10 ItsVyzo

I come directly from the future to announce that multi-z levels are now a thing and will replace the teleporters, so fear not.

LC4492 avatar Mar 04 '25 20:03 LC4492

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

ItsVyzo avatar Mar 05 '25 23:03 ItsVyzo

should be resolved with the new multi-z initiativ

ItsVyzo avatar Aug 01 '25 10:08 ItsVyzo