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trigger.action.explosion strenght depending on number of clients


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While playing a new mission today with some friends, we discovered a strange issue. Apparently the trigger.action.explosion command's explosion strength is depending on the number of clients on the server.

 

The mission is featuring a Perry class frigate that is damaged by several trigger.action.explosion commands 1 second after mission start. With one or two persons on the server at the time of mission start, everything goes as intended and the frigate is damaged. But if there are 3 or more clients on the server at mission start, the same explosions sink the frigate instead of damaging it.

 

Perhaps a beta tester would like to investigate this further and file a complete bug report.

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