#Bombardment crashing

1 messages · Page 1 of 1 (latest)

feral dragon
#

Things that doesnt seem to affect the crashing:
-object count (tried a map with 2k objects, didnt crash)
-fps (tried at 10 fps, didnt crash)

marsh sphinx
#

Oh so this is why you wanted people to do that

viral pasture
#

Idek what this is

feral dragon
#

Bombardement works as intended in local host/sandbox/test mode

marsh sphinx
feral dragon
#

ohh correct, I kept getting connection limited errors

feral dragon
#

It appears to be tied to triggers

#

specifically the ondestroy event

marsh sphinx
feral dragon
#

I have no idea

#

I have been trying to recreate this bug in a new map, so I can test it further, but I am unable to

#

I do have a file, where if I change one small thing (setting a trigger to ondestroy), it will become crashable

#

but so many things to test
object order
distance to 0 0 0
amount of triggers
cubes above player head
size of the surrounding cubes

marsh sphinx
#

Huh so the trigger gets broken?

feral dragon
#

Yeah I dont understand it anymore, I reverted the change so I should be able to crash again, but now it doesnt crash anymore

#

It's truly fascinating

#

I will probably do more testing tomorrow, if anyone has ideas, please let me know

marsh sphinx
feral dragon
feral dragon
#

objects being destructible doesnt make a difference

feral dragon
#

From my understanding on it, it has to do with cerain objects/objects hit by the killstreak
I did previous testing:
138 objects: crashed
-->removed 7 triggers: no crash
back to 138 different objects (including onplayerkill/ondestroy triggers): crashed
-->removed 1 non collideable object: no crash
-->added 1 big collideable object: no crash
-->added back in 1 non collideable object: crash

feral dragon
#

In that map I had 101 uncollideable objects, so I thought maybe that's the problem, but having 101 uncol objects in a new map didnt crash

#

launching multiple bombardements after one another doesnt seem to have a better chance at crashing