OpenXcom Forum
OpenXcom => Open Feedback => Topic started by: jackstraw2323 on February 03, 2015, 04:43:12 pm
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Working through some issues with my research tree mod, and I've just stunned an alien, but it's not listed on the end mission report. Is there a bug in the system or something else I'm not considering? I ran a battle with vanilla rules and used stun bombs, and there was no mention of captured sectoid. Should I be seeing the capture on that screen? I can't remember. But the alien is clearly stunned as no death sound is triggered, but standing over the body it's labeled corpse.
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If its labeled corpse, it is dead. I don't know how it expired (possible explosive damage after the stun?) , but it won't be live back at base.
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Is the "Aliens can take fatal wounds" option on? Only way I can imagine a stunned alien turning into a corpse while on the ground.
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I'll double check it but I tested by deploying only stun weapons. Unless you can stun to death?
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Is it a custom alien? maybe it doesn't have ranks defined properly? :o
Stun shouldn't kill, but the corpse is indicating that the game thinks its dead, not stunned.
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Problem first noticed with custom aliens, but I tested this AM using plain sectoid and only small launchers, with similar outcome. Unit doesn't trigger death sound, but no live alien recovered. Corpse on inventory screen. I have recovered aliens when they have used stun bombs themselves and gotten caught in the blast. Going to test later with all mod rules disabled.
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weird definitely having issues with stun damage killing targets, but not triggering special ability 2. End result game wise works for me now, but definitely seems like a bug.
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Is this on a recent nightly build?
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Yes. Not sure of the exact number atm, but it has the xcom1 rule set broken into parts. I'll post the number when I'm back at my computer.
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Wait, special ability 2? Is that the one Cyberdiscs use? I remember they don't explode when stunned, but they're considered killed, so maybe it's something with that?
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Except I'm getting the same thing I vanilla with sectoids.
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Okay, with the latest nightly I'm not seeing enemies converted to corpses, but now I'm completely unable to stun a unit that shares special abilities with the zombie. I.E. spawned unit is unable to be stunned, even though it should be vulnerable at 1.2x damage based on my rule file. Anyone know if this behavior is something that's baked into source or do I just have a funky rule error that I haven't found yet?
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post the ruleset.
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Well I tried to take a screenshot but apparently f12 on my macbook pro doesn't play nice with the system, or else I don't know where it stores the screenshots (not on clipboard). But after blasting the unit in question (Living weapon, terror unit, fixed weapons, spawned from previous unit using the spawnUnit: attribute) I mindprobed the unit and the stun bar exceeded the health bar, but the unit was still standing, so I assume this is indeed the case. Rulefile attached.
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it was a minor issue with zombie respawns, fixed now.
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Okay, I think I figured out my issue. Units with specab: 1 are unrecoverable alive. They die, there is no explosion but are not stunned. If I remember that's the default cyberdisc behaviour so that makes a certain amount of sense. Now I can write my rules around that. I was confused because I had that attribute set on another unit without the explosion defined on the corpse so they never went boom, but I never got captures either...
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it was a minor issue with zombie respawns, fixed now.
Are you sure about it? Because I run yesterday 2 times into an occassion that I stunned floaters in ufo missions and they died from the stun rod (I hadnt hit them prior).
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i think i saw on latest nightly more zombie fixes openxcom_git_master_2015_03_13_0748.zip - built 2015-03-13 06:53
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I just downloaded the openXcom latest build a few days ago. Has the stun bug been fixed or do I need to finangle with one of these Nightly patches?
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Stun is working pretty well now, so I don't think its still an issue. :)
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get the nightly. it's a simple process to install.