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Author Topic: [v5d] [Bug] Misplacing Thunder Claw pegs by dying  (Read 706 times)

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October 02, 2019, 06:51:55 PM
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Offline HaloSSB

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[v5d] [Bug] Misplacing Thunder Claw pegs by dying
« on: October 02, 2019, 06:51:55 PM »
This is self-explanatory. If you die, but your Thunder Claw is able to grapple a peg, it will be displaced.
I was able to confirm this in MM4RIN, where it is quite easy to die while firing off a Thunder Claw. It is 100% reproductible, and for further ease of testing, you can just use solo Offline Skirmishes to fire off a Thunder Claw, then use the console to kill yourself (helpful to test it in other stages).
It seems (?) to drag itself as far east as it can in a section, then as far south as it can, but I'm not able to discern why nor have any conjectures of why this behavior happens in this scenario.
pegg has been made aware of this bug through the 8BDM Discord.
I wasn't using any cheats or mods when this happened.

Lightshot links:
https://prnt.sc/pe08tt
https://prnt.sc/pe08tv

October 02, 2019, 07:29:03 PM
Reply #1

Offline TheDoc

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Re: [v5d] [Bug] Misplacing Thunder Claw pegs by dying
« Reply #1 on: October 02, 2019, 07:29:03 PM »
When a peg is displaced, is it just the sprite or is the grapple point itself also displaced? Like, could you actually swing from a displaced peg?

October 02, 2019, 08:43:40 PM
Reply #2

Offline Dr. Freeman

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Re: [v5d] [Bug] Misplacing Thunder Claw pegs by dying
« Reply #2 on: October 02, 2019, 08:43:40 PM »
We noticed this issue during development of v6a and it should be resolved by release.

Regardless, thanks for bringing it up!

October 02, 2019, 10:14:08 PM
Reply #3

Offline HaloSSB

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Re: [v5d] [Bug] Misplacing Thunder Claw pegs by dying
« Reply #3 on: October 02, 2019, 10:14:08 PM »
When a peg is displaced, is it just the sprite or is the grapple point itself also displaced? Like, could you actually swing from a displaced peg?

The grapple point also gets displaced and it's as weird as it sounds. Certain pegs become basically useless if you displace them.

We noticed this issue during development of v6a and it should be resolved by release.

Regardless, thanks for bringing it up!

Oh, that's nice!