Janus = Submarine
Moderator: Content Developer
Janus = Submarine
So, I noticed something today. In shallow bodies of water, the guns on the Janus stick out enough to fire, but nothing can fire back at it. Took a couple screens.
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- janus_sub_2.png
- A pic from the side.
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- janus_sub.png
- A pic from top down.
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- Blue_Falcon
- Posts: 155
- Joined: 16 Oct 2008, 18:54
Re: Janus = Submarine
Awesome! I see how this could be useful ingame...
But what's your point? Do you see it as a bug?
But what's your point? Do you see it as a bug?
Re: Janus = Submarine
barrel pokes out of hitsphere or something fun
Re: Janus = Submarine
YesBlue_Falcon wrote:But what's your point? Do you see it as a bug?
Re: Janus = Submarine
Lots of units do this.
Force fire as a workaround.
You can hide an LLT behind terrain too, such as certain craters on comet, and the llt cannot be hit by non-arcing weapons. This is because the centre of the hitsphere (aimed at point) is lower than the fire point.
Force fire as a workaround.
You can hide an LLT behind terrain too, such as certain craters on comet, and the llt cannot be hit by non-arcing weapons. This is because the centre of the hitsphere (aimed at point) is lower than the fire point.
Re: Janus = Submarine
yes its bug ! samsons, slashers, stumps, raiders and shitloads of other units got same bug ! OMFGZOR !
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- Posts: 30
- Joined: 15 Mar 2008, 05:19
Re: Janus = Submarine
Now, the question is bug or feature?
I say feature. Serves you right for building stuff next to shallow water.
Also, can they be seen on radar?
I say feature. Serves you right for building stuff next to shallow water.

Also, can they be seen on radar?
Re: Janus = Submarine
Damnit.
I found this exploit and reported it to TheFatController and Tobi privately about a month ago but I guess it's public now.
The fix in the engine code needed is not easy. Basically units need to be smart enough to dynamically target any part of the hitsphere when the center is obscured. This requires new code, and it may be computationally expensive if done wrong.
Please don't exploit it with scripts or anything until the engine can be fixed. Otherwise we'll be stuck playing all land maps for the next 4 months.
I found this exploit and reported it to TheFatController and Tobi privately about a month ago but I guess it's public now.
The fix in the engine code needed is not easy. Basically units need to be smart enough to dynamically target any part of the hitsphere when the center is obscured. This requires new code, and it may be computationally expensive if done wrong.
Please don't exploit it with scripts or anything until the engine can be fixed. Otherwise we'll be stuck playing all land maps for the next 4 months.
Re: Janus = Submarine
We've been doing this manually in 1v1 since I played 1v1...
Re: Janus = Submarine
In CA, we are raising the centre of the hitspheres on static defenses to also be the centre of the firing point. We then use a custom collision volume instead of the hitsphere itself- this means the llts hit volume behaves normally but the aim from point still uses the old position of the hitsphere. You need s3o models to do this, AFAIK. In CA its a particular problem due to terraform- stick them in a little hole and they can shoot but not shot at.
This changes the relationship with solars, dts, etc as well, of course. There are a few other side effects, such as issues with AoE and D-guns passing under the LLT.
But this 'bug' has been around for ages. There was lots of raving about it when Tropical first came out. So i wouldnt say its so huge it requires an instant change to s3o models and custom hit volumes and what have you to fix.
This changes the relationship with solars, dts, etc as well, of course. There are a few other side effects, such as issues with AoE and D-guns passing under the LLT.
But this 'bug' has been around for ages. There was lots of raving about it when Tropical first came out. So i wouldnt say its so huge it requires an instant change to s3o models and custom hit volumes and what have you to fix.
Re: Janus = Submarine
What the hell are you talking about? This particular bug applies only to a tiny amount of maps, it's in no way severe or gamebreaking even in said maps.YokoZar wrote:Damnit.
I found this exploit and reported it to TheFatController and Tobi privately about a month ago but I guess it's public now.
The fix in the engine code needed is not easy. Basically units need to be smart enough to dynamically target any part of the hitsphere when the center is obscured. This requires new code, and it may be computationally expensive if done wrong.
Please don't exploit it with scripts or anything until the engine can be fixed. Otherwise we'll be stuck playing all land maps for the next 4 months.
But carry on overreacting.
Re: Janus = Submarine
It's pretty gamebreaking on tropical if you're smart about hold position. But if you don't consider an indestructible 200 metal turret that does more damage than an LLT gamebreaking carry on.Regret wrote:What the hell are you talking about? This particular bug applies only to a tiny amount of maps, it's in no way severe or gamebreaking even in said maps.YokoZar wrote:Damnit.
I found this exploit and reported it to TheFatController and Tobi privately about a month ago but I guess it's public now.
The fix in the engine code needed is not easy. Basically units need to be smart enough to dynamically target any part of the hitsphere when the center is obscured. This requires new code, and it may be computationally expensive if done wrong.
Please don't exploit it with scripts or anything until the engine can be fixed. Otherwise we'll be stuck playing all land maps for the next 4 months.
But carry on overreacting.
Re: Janus = Submarine
It's not indestructible; you can still shoot it with force-fire or build a depth charge launcher on maps where it's really an issue (eg Tropical).
Re: Janus = Submarine
artyspam on tropical is useful cause of this. Flash too can do this at times on Tabula I think, but my memories are hazy. I see this more as a feature than a bug, its something that the skilled can use to maek ownage.
I dont see a script that uses this making water maps unplayable, imo this has been fairly common knowledge.
I dont see a script that uses this making water maps unplayable, imo this has been fairly common knowledge.
Re: Janus = Submarine
Doesn't force fire only work if you target next to the unit and AOE it (or if you have no vision on it for some reason)?
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- Posts: 1398
- Joined: 17 Sep 2008, 04:36
Re: Janus = Submarine
ya rlyJohannesH wrote:love the hlt spam
maek moar arty
Re: Janus = Submarine
Since the unit is underwater you won't have vision by default though this obviously makes it harder to aim at it.YokoZar wrote:Doesn't force fire only work if you target next to the unit and AOE it (or if you have no vision on it for some reason)?
Re: Janus = Submarine
This is cool feature I think. Easy to combat with depth charge or torp launcher if you think enemy will use it, otherwise fun bit of micro.