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Incen Ammo Base Damage

Not a Bug 1.3.1

dustyhansen
dustyhansen

Posted

So we have discovered an issue where the fire from incen ammo (bullets, arrows) is not causing damage to a base when the TC is present.

We first encountered this with Raidable Bases and thought it was an issue with that plugin, but in testing discovered that even player-built bases are an issue.

If there is a TC, then the fire does not damage boxes, bases, etc. If the TC is destroyed or not placed, then it works just fine.

I am assuming this is a base protection issue via War Mode, since we don't have any other plugin that would be preventing damage to bases or deployables.

Mr01sam

Posted

So although its not ideal, this is intentional - and here is the reason..

In order for WarMode to provide protection it needs to know who the attacker is, and who the victim is. For most entities/projectiles the information for who the attacker was is sent along with the projectile. However, for whatever reason, Facepunch doesn't provide this information for fire, so for any given fire entity there is no saying whether it came from a pvp or pve player, and therefore WarMode cant apply rules to it.

So we could have it just always allow fire damage, but this is an issue because pvp players would use this exploit to raid pve players bases. So alternatively, fire damage is just disabled to prevent these exploits, at least until Facepunch makes the attacker info available for fire.

This only happens when there's a TC because WarMode doesn't provide protection for most things if they are outside a base.

Its also worth noting that its only the fire damage over time that is disabled. The initial fire damage from incendiary rounds/flamethrowers/molotovs and whatnot should still follow rules appropriately.


Hope that clears things up - going to close thing one since its intentional.

Mr01sam

Posted

Changed Status from Pending to Not a Bug

dustyhansen

Posted

3 hours ago, Mr01sam said:

So although its not ideal, this is intentional - and here is the reason..

In order for WarMode to provide protection it needs to know who the attacker is, and who the victim is. For most entities/projectiles the information for who the attacker was is sent along with the projectile. However, for whatever reason, Facepunch doesn't provide this information for fire, so for any given fire entity there is no saying whether it came from a pvp or pve player, and therefore WarMode cant apply rules to it.

So we could have it just always allow fire damage, but this is an issue because pvp players would use this exploit to raid pve players bases. So alternatively, fire damage is just disabled to prevent these exploits, at least until Facepunch makes the attacker info available for fire.

This only happens when there's a TC because WarMode doesn't provide protection for most things if they are outside a base.

Its also worth noting that its only the fire damage over time that is disabled. The initial fire damage from incendiary rounds/flamethrowers/molotovs and whatnot should still follow rules appropriately.


Hope that clears things up - going to close thing one since its intentional.

Thank you for the explanation. That makes sense. Would there be a way to exclude Raidable Bases so that fire damage can damage them?

Mr01sam

Posted

2 hours ago, dustyhansen said:

Thank you for the explanation. That makes sense. Would there be a way to exclude Raidable Bases so that fire damage can damage them?

That might be doable

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