There seems to be a strange bug on the “Würzburg Radar” map. Every time the “Bunker MG Nest” is constructed, all dynos (at the side entrace or the main enetrance) are “defused” (they fade). That happend to me several times before I found the connection. E.g. I planted at the side entrance and then I went back to build the bunker mg and - viola - the dyno at the side entrance disappeared.
Strange bug on Radar.
Uh not to be obtuse, but did you test his bug weasel? Or did you just assume that he is a noob. I think Ragnar would not just assume that there is “no way” anyone would or could defuse the dyno…
Nope. Try it yourself:
- Start a server with the “Würzburg Radar” map.
- Spawn as Axis Engineer and build the “Bunker MG Nest”
- Switch to Allied Engineer.
- Plant at “Bunker MG Nest”.
- Plant at side or main entrance.
- Build the “Bunker MG Nest” before the dyno at side/main entrance blows.
And see - your dyno at the side/main entrance is gone (the “Bunker MG Nest” has to be build and destroyed before to let this happen).
Yes, I did test it before I posted that, and there is no bug. I planted at the side, went back and built bunker MG, and the side still blew.
Edit: Sorry, I misunderstood your first post. I didn’t realize I had to build the bunker MG first as axis. There is indeed a bug.
Sorry, my fault, I didn’t mentioned the “Axis have to build the Bunker MG Nest” in my first post.
BTW: That doesn’t seem to happen on other maps (e.g. on Railgun with the “Depot Yard MG Nest”/“Railgun Firing Controls”)
I misunderstood that too, but was curious to test it (but was at work and wondered about weasel quick response. Wow we avoid flaming each other, woo
cool man cool)
A slight difference, Railgun is constructable MG nest, and constructable Railgun fire conrols…
What about Oasis with Constructable Old city MG nest and Old city wall… or the constructable MG nest in axis base and either of the Anti-tank guns…
(not that the second would be something you would do, and why would the axis build the old city nest, but still testable concepts)
There is no similar situation in any of the other maps. The only two maps with non-contructable dynamite objectives are radar and oasis, and on oasis, there is no neutral objective to test with, like the Bunker MG is in radar. I looked through the script for radar, and I don’t see anything there that would cause this. It must be something with the game.
Duplicated it here using the in-game (not dedicated) server
on Win98… bug only seems to appear if you build
the MG first as Axis… dyno disappeared at both
entrances (in seperate tests).
Tried it on a dedicated Linux box but the game kept resetting
when I switched sides so will have to get some to help me
test there.
SiliconSlick
If you build something, then already planted dynos fade (e.g. when building the second stage of the bridge - all dynos planted at the first stage of the bridge will fade). Maybe the area where dynos are “auto-defused” is messed up on radar (if you follow the above procedure).
On Battery-map I tried to duplicate this (with the “Command Post” and the “Gun Controls”), but there this behavior didn’t appeared.
The fuel dump bridge is a different issue, in that building the bridge(and the the reinforcing of it) cause the dynos to go away because otherwise the axis can PRE-plant to demolish what isn’t yet built…
back to the orginal bug, I tried to replicate this on fuel dump by planting at the fuel dump and then rebuilding the tunnel MG (a neutral constructable MG - like in radar) but the fuel dump was demolished at 30 sec regardless…
So it seems it has to be neutral MG and/or Not final objective for the bug to exist (or something weirdly specific to Radar)
:moo: