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| ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
| 0000181 | Obsidian Conflict | [All Projects] Bug-Report | public | 25.11.2013 17:32 | 22.12.2013 21:39 | ||||||||
| Reporter | Maestro Fenix | ||||||||||||
| Assigned To | |||||||||||||
| Priority | low | Severity | tweak | Reproducibility | always | ||||||||
| Status | new | Resolution | open | ||||||||||
| Projection | none | ETA | none | ||||||||||
| Platform | OS | OS Version | |||||||||||
| Product Version | 0.1.3.5 | Product Build | |||||||||||
| Target Version | Fixed in Version | ||||||||||||
| Summary | 0000181: trigger_player_count fires OnPlayerLeave when the player mount/unmount a func_useableladder | ||||||||||||
| Description | While using a trigger_player_count, if a player uses a ladder that is made with the func_useableladder entity, the trigger will think that the player has left the volume, triggering the OnPlayerLeave output. | ||||||||||||
| Steps To Reproduce | Make a ladder with func_useableladder and the other entities. Put it inside a trigger_player_count volume. Make an output with OnPlayerLeave with something, so you can check it in game. | ||||||||||||
| Additional Information | Happens both on 1.35 and SVN. Included quick test map so anyone can see quickly the problem. | ||||||||||||
| Tags | No tags attached. | ||||||||||||
| Attached Files | |||||||||||||
Notes |
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Maestro Fenix (developer) 22.12.2013 21:39 |
Update: Point_teleport also makes trigger_player_count fire their output when the player gets teleported from one point to another inside the volume of the trigger_player_count. Curiously, while in 1.35, the trigger fires the output twice (when gets teleported and ends being teleported), on the SVN version, it only fires the output once. |
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