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Can you KO a horse?


Springheel

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I need one or two people to do me a favour. Can you download the testmap from here: http://bugs.thedarkmod.com/view.php?id=2818 and see if you can KO either horse? For some reason Zbyl and I are seeing completely different behaviour.

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I KO'ed the horse behind the wench with one blow to the neck. He has no ko_immune spawnarg, but the default in the code is 0.

 

I couldn't KO the other horse. He has ko_immune set to 1.

 

Apart from the expectation that by default you shouldn't be able to KO a horse, it's working as expected.

 

Edit: I used the latest SVN.

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Well damn, I found the problem. I had added ko_immune 1 to the entitydefs of the horse, locally, without realizing there were five different horse entities. So the one in my map was different than the ones I had added the spawnarg to. It now seems to be working properly.

 

Doh.

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Have you added the spawnarg to the base class of the horse this time? That would make it work for all future horses, too.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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There is no base class, for some reason. It's a bit silly to have five different entities repeating all the same information, especially when they seem to differ only in the model they use.

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There is this little bit of code in the TDM 1.08 horses' definitions:

"ko_zone"		""	   //cannot be blackjacked

 

And in idAI::TestKnockoutBlow() the zone is checked as follows:

// check if we're hitting the right zone (usually the head)
if ( idStr::Cmp(locationName, m_KoZone) != 0 ) ...

 

But since for the horse all location names are empty, empty ko_zone allows for KO!

I would suggest removing ko_zone from horses' def's and using ko_immune only.

This way or another using empty ko_zone for preventing KO's is not a good way.

 

Side note: in DR "ko_immune" has a description:

0 = not immune, 1 = immune to blackjack, 2 = immune to gas, 3 = immune to blackjack and gas.

While in code "ko_immune" is a bool.

For gas-KO "gas_immune" bool is used.

Edited by Zbyl
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  • 1 month later...

There is this little bit of code in the TDM 1.08 horses' definitions:

"ko_zone"		""	   //cannot be blackjacked

 

And in idAI::TestKnockoutBlow() the zone is checked as follows:

// check if we're hitting the right zone (usually the head)
if ( idStr::Cmp(locationName, m_KoZone) != 0 ) ...

 

But since for the horse all location names are empty, empty ko_zone allows for KO!

I would suggest removing ko_zone from horses' def's and using ko_immune only.

This way or another using empty ko_zone for preventing KO's is not a good way.

 

Side note: in DR "ko_immune" has a description:

0 = not immune, 1 = immune to blackjack, 2 = immune to gas, 3 = immune to blackjack and gas.

While in code "ko_immune" is a bool.

For gas-KO "gas_immune" bool is used.

 

Would you be willing to send in a patch that corrects these descritions? They are all in the def files and should reflect what the code does.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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