You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Sep 4, 2022. It is now read-only.
setting boss knockback via the available cvar ff2_selfknockback doesnt seem to activate it, neither ff2_selfknockback 1/2
Reproduce
Steps to reproduce the behavior:
enable ff2_selfknockback "1"
hitting the boss with any melee weapon doesnt work in the testing i've did only the festivized sandman gave the boss the knockback as it should but any others behave the same
Environment
OS: Linux
SourceMod v1.10.0.6512
Freak Fortress Version 1.20.4
a temporary workaround for this to be enabled on any meele weapon is the following
The reason why melee knockback doesn't occur is the line you mention but with the damagetype shown, DMG_PREVENT_PHYSICS_FORCE prevents knockback so removing it will give it knockback again.
The reason why melee knockback doesn't occur is the line you mention but with the damagetype shown, DMG_PREVENT_PHYSICS_FORCE prevents knockback so removing it will give it knockback again.
but for what is that convar ff2_selfknockback for then? i assumed it would enable the knockback fully as the description of it also says.
i know that it can be fixed like that but every time an update gets released would've require to edit it again and recompile so i thought that its an unknown bug.
Description
setting boss knockback via the available cvar ff2_selfknockback doesnt seem to activate it, neither ff2_selfknockback 1/2
Reproduce
Steps to reproduce the behavior:
Environment
a temporary workaround for this to be enabled on any meele weapon is the following
https://github.com/Batfoxkid/FreakFortressBat/blob/development/addons/sourcemod/scripting/freak_fortress_2.sp#L14058
replace with the following
The text was updated successfully, but these errors were encountered: