234/1 commander is immune with mesh turret covers closed & also grenades pass through covers

Issue #380 resolved
Matt Hands created an issue

The 234/1 armoured car has hinged mesh turret cover guards, that open like a double hatch. Mesh as in metal grid mesh, not a model. They are designed to stop enemy tossing grenades etc into the open turret. They should not stop blast damage or bullets (a bullet may 'ping' the mesh, but won't be blocked).

The collision of the turret ignores the mesh covers completely. They are visual only. Everything passes through them, including a player standing on them. Grenades and any thrown objects sail through.

The commanders lowered position, with the covers closed over him, has been made not exposed, so he is invulnerable to bullets, grenades or other blast damage in that position.

Comments (1)

  1. Matt Hands reporter

    Fixed in commi 8c9f92c.

    Added collision meshes representing the left and right hinged mesh covers. They are set so they bWontStopBullet and bWontStopBlastDamage. Means grenades and other thrown projectiles bounce off the turret covers, but can be tossed through gaps, especially at the back. Means bullets will pass through the mesh and the commander can be shot (still difficult if he's lowered as hardly exposed/visible).

    New collision mesh functionality, allowing CMs to be ignored by certain types of projectile or damage, is in commit 547236b. Options are:

    • bWontStopBullet; // won't stop a DHBullet
    • bWontStopShell; // won't stop a DHAntiVehicleProjectile, e.g. a cannon shell (also includes AT rocket)
    • bWontStopBlastDamage; // won't stop blast damage caused by HurtRadius function
    • bWontStopThrownProjectile; // won't stop a DHThrowableExplosiveProjectile, e.g. grenade or satchel (hard to see utility, but included for completeness)
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