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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0000298 | Spring engine | General | public | 2006-09-17 19:40 | 2006-09-19 20:24 | ||||
Reporter | Decimator | ||||||||
Assigned To | tvo | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000298: Noexplode projectiles get stuck | ||||||||
Description | Projectiles using noexplode often get stuck on hills they move over, causing them to continually detonate on one particular spot, and making insane amounts of noise. E&E has several units which utilize noexplode projectiles, so this is a bit of an issue. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Decimator (reporter) 2006-09-19 00:39 |
[IONCANNON] { ID=3; name=Ion Cannon; rendertype=4; lineofsight=1; paralyzer=1; turret=1; impulsefactor=0; range=700; reloadtime=2.0; beamweapon=1; weaponvelocity=1000; edgeeffectiveness=0.65; areaofeffect=95; noexplode=1; burnblow=1; color=160; color2=225; soundstart=fusion; soundhit=plasmahit; tolerance=500; startsmoke=1; energypershot=500; accuracy=200; thickness=12; explosiongenerator=custom:ION; interceptedbyshieldtype=1; [DAMAGE] { default=665; COMM=1; LVL1=720; ERES1=720; LVL2=680; ERES2=680; LVL3=660; ERES3=660; METAL=700; ENERGY=700; PLANT=700; BASE=700; DEF=660; HDEF=620; } } |
tvo (reporter) 2006-09-19 20:24 |
fixed in r2224 |
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Date Modified | Username | Field | Change |
---|---|---|---|
2006-09-17 19:40 | Decimator | New Issue | |
2006-09-19 00:39 | Decimator | Note Added: 0000356 | |
2006-09-19 20:24 | tvo | Status | new => assigned |
2006-09-19 20:24 | tvo | Assigned To | => tvo |
2006-09-19 20:24 | tvo | Status | assigned => resolved |
2006-09-19 20:24 | tvo | Resolution | open => fixed |
2006-09-19 20:24 | tvo | Note Added: 0000358 |