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  • BUGs for - Brad & Helis virtual instance system


    Elixil3
    • 10.1.20 Released

    AU Survival, These are my findings so far and will continue to add to it if I find something. Main thing to note below is Distress signal helis can be stolen if player that used the signal does not do enough damage.

    Distress signal helis findings;

    • If a player calls it in and someone else takes it then the player that called it in may miss out on loot depending on damage dealt. (works as if it was a public heli)

    Heli / Brad General findings;

    • If 2 players contribute to the fight when they access the loot but leave the containing without looting everything they are unable to return to the box. Loot is NOT transferred automatically into inventory.
       
    • If multiple players contribute and all player loot then once all players have looted the crates will remain. After a unknown time limit crates become lootable by anyone. (This will allow players that were able to get loot get it again)
      ....This could because I was testing with distress signals and when I took the new heli down the previous one became unlocked
      EDIT: when player leaves render distance then returns they can then loot the crates that they originally were locked out from.

       
    • If multiple players taken down heli via hitting its weak spots (both rotors) then the % is not accurate as its calculated off the total hp 10,000.
      For example for a perfect take down it will only take 1400 hp 14% of its total value( 900 for main rotor and 500 for tail rotor). Now its pretty hard to nail every shot and solo my average is 25% so a few of my shots hit its body. If I have a friend and I do 15% and they do 9% then they are not entitled to loot even though I did 60% and they did 40% of damage dealt.



     

    Edited by Elixil3


    Priority: Medium Server: Survival

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    • Staff

    Fixes look great but I still have one bug for you.

    • Only tested this with Distress Signals but if a players does all damage (no one else contributes) then anyone can loot, once looted the crates disappear. 
      - So if a another player makes it to the crates first they can loot and again the player that spawned it in looses out.


    If multiple players contribute then it works as intended.

    Other than that I haven't been able to find any other faults

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    • Staff
    44 minutes ago, Elixil3 said:

    Fixes look great but I still have one bug for you.

    • Only tested this with Distress Signals but if a players does all damage (no one else contributes) then anyone can loot, once looted the crates disappear. 
      - So if a another player makes it to the crates first they can loot and again the player that spawned it in looses out.


    If multiple players contribute then it works as intended.

    Other than that I haven't been able to find any other faults

    UPDATE: I have now tested this with Bradley and it works the same. So when only 1 player deals damage the crates acts as default (other than the flames are out), meaning first player to the crate can loot it irrespective of dealing any damage. 

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    • Staff

    another little bug I have just noticed

    if your inventory is full then upon exit to clear space you cannot re-enter the crate to grab loot that was was still left inside.

    maybe if in this instance remaining items could drop on the ground or crate doesn't lock until you have looted it all

     

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