clones clones strike
Posted: Mon Apr 21, 2014 2:58 pm
From time to time, when playtesting Veins, I will get a mob which steadfastly refuses to be removed from the map.
I get the XP for killing it and I can see the results of on_takeHit and die() triggering (removing effects etc.), but the mob still sits there and refuses to disappear even after getting hps in the -100s.
Usually it's only mildly annoying, made worse if it sits on the stairs or in a narrow corridor.
Browsing through the forums revealed an old thread which says that this is an engine bug which sometimes resurfaces.
Help? I've plugged safeguards (removing all effects, calling self:die() below -10 hp etc.) practically everywhere I could think of, and even tried to write a function which would kill off any mobs remaining in the level with hp below -10 every turn, but nope, these buggers keep popping up.
If I'm really unlucky, I get 2-3 in a single playthrough, and in one case, I got three in a single level!
EDIT: Only noticed it lately but checked every change last made that could have an effect and nope, still happens.
I get the XP for killing it and I can see the results of on_takeHit and die() triggering (removing effects etc.), but the mob still sits there and refuses to disappear even after getting hps in the -100s.
Usually it's only mildly annoying, made worse if it sits on the stairs or in a narrow corridor.
Browsing through the forums revealed an old thread which says that this is an engine bug which sometimes resurfaces.
Help? I've plugged safeguards (removing all effects, calling self:die() below -10 hp etc.) practically everywhere I could think of, and even tried to write a function which would kill off any mobs remaining in the level with hp below -10 every turn, but nope, these buggers keep popping up.
If I'm really unlucky, I get 2-3 in a single playthrough, and in one case, I got three in a single level!
EDIT: Only noticed it lately but checked every change last made that could have an effect and nope, still happens.