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onSelfEquipStart Bugged

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  • Mechanics onSelfEquipStart Bugged



    The onSelfEquipStart trigger is bugged for worn Armor/Clothing and their Mods, resulting in double/quadruple firing of Buffs, CVars and related triggered actions.


    Problem #1: onSelfEquipStart quadruple fires on Entering a game for worn Armor/Clothing and their Mods
    Expected Behavior: onSelfEquipStart is fired off once on entering a game for all Armor/Clothing/Mods

    Problem #2: onSelfEquipStart double fires when Manually Equipping
    Armor/Clothing and their Mods (vs shift-click)
    Expected Behavior: onSelfEquipStart is fired off once on equipping a piece of Armor/Clothing/Mods

    Testing and Confirmation
    Attach the ModifyCVar action to onSelfEquipStart within an Armor/Clothing/Mod piece then manually equip/unequip > repeat:
    Code:
    <!-- BUGGED: onSelfEquipStart --><!-- EXPECTED: Add 1 on EquipStart, Subtract 1 on EquipStop when manually equipping Armor/Clothing/Mods -->
    <!-- ACTUAL: Add 2 on EquipStart when manually placing Armor/Clothing or Armor/Clothing/Mods -->
    <triggered_effect trigger="onSelfEquipStart" action="ModifyCVar" cvar=".onSelfEquipStartCount" operation="add" value="1"/>
    <triggered_effect trigger="onSelfEquipStart" action="CVarLogValue" cvar=".onSelfEquipStartCount"/>
    <triggered_effect trigger="onSelfEquipStop" action="ModifyCVar" cvar=".onSelfEquipStartCount" operation="subtract" value="1"/>
    <triggered_effect trigger="onSelfEquipStop" action="CVarLogValue" cvar=".onSelfEquipStartCount"/>
    DOWNLOAD BUG DEMO MODLET
    Simple modlet that adds CVar tracking to the Bandolier Mod to clearly demonstrate the onSelfEquipStart bug, as seen in the bug demo video above.
    Last edited by Devrix; 12-24-2019, 12:04 AM. Reason: ADDED: VIDEO + BUG DEMO MODLET

  • #2
    Can confirm.

    Dragging the item onto the wear slot has a different outcome than clicking the item onto the wear slot.

    https://youtu.be/cxw45tnwpak

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    • #3
      Directly related onSelfEquip bug demo and confirmation by xyth:


      @TFP thank you for acknowledging!
      Last edited by Devrix; 11-21-2019, 04:53 PM.

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      • #4
        This was verified by TFP and submitted.

        Comment


        • #5
          Yup! Confirmed and Reported! Thanks xyth!-Schwanz9000

          Comment


          • #6
            Awesome news, thank you gents!

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            • #7
              Would this bug be the reason my whisperers mod is playing up to. Even when not equipped the bugs activate deactivate etc. The whisperers mod has cvar onselfequip.

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              • #8
                Originally posted by stallionsden View Post
                Would this bug be the reason my whisperers mod is playing up to. Even when not equipped the bugs activate deactivate etc. The whisperers mod has cvar onselfequip.
                Very likely. It's most obvious with ModifyCVar but appears to be affecting every action relying on it.
                Pretty sure this bug is responsible for particle/prefab fx, such as Burning, mucking up too.
                (adds/removes firing when they shouldn't)

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                • #9
                  Originally posted by Devrix View Post
                  Very likely. It's most obvious with ModifyCVar but appears to be affecting every action relying on it.
                  Pretty sure this bug is responsible for particle/prefab fx, such as Burning, mucking up too.
                  (adds/removes firing when they shouldn't)
                  Argh I been hitting my head trying to figure out what went wrong lol with the whisperers mod it worked perfectly previously. I not very buff savvy but Thank you for finding this

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                  • #10
                    This remains a broken as of A18.3 EXP

                    Comment


                    • #11

                      DOWNLOAD BUG DEMO MODLET
                      Simple modlet that adds CVar tracking to the Bandolier Mod to clearly demonstrate the onSelfEquipStart bug, as seen in the bug demo video above.

                      A18.3 b3 EXP Bug Report
                      Last edited by Devrix; 12-23-2019, 11:48 PM.

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                      • #12
                        I was getting this bug confused with something else with the Bandolier mod. I have submitted another ticket just for the onSelfEquipStart issue. Sorry for the confusion and delay.
                        Schwanz9000

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                        • #13
                          Damn. What's the priority on this? It really does muck with some mods. I know mod bugs don't get a lot of love with the testing team so I'm kinda hoping it breaks something vanilla too.

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                          • #14
                            Yeah, probably pretty low on the priority list, but it was confirmed in code by one dev and passed to another to be fixed. We'll just have to wait and see at this point.
                            As far as I can tell, it hasn't messed with vanilla. Not sure of the mod's implementation that makes it so game breaking vs vanilla's.
                            Schwanz9000

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                            • #15
                              Two mods that I know of, one of which is mine, so I hope it makes it to someone's list.

                              Thanks for checking on it homie.

                              Vanilla doesn't take any real advantage since it just uses it as a binary switch, but if ever it starts to say, use modular armor pieces to make a set, you'll see it.

                              What's sad is you know it's meant to work a certain way, because it does correctly if you actually equip and manually unequip with the buttons, but not by dragging.

                              Devrix and I found this bug independent of one another, but did collaborate afterwards.

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