MagBeam doesn't disappear on targets out of range

Bug #941334 reported by Chanterier
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Medium
AlexB

Bug Description

I have an immobilizer weapon done via AE which uses MagBeam effect. Since I was testing AE vs Iron Curtain, I noticed that MagBeam does not disappear when the target is out of range, making it stretch forever.

http://mo.cncguild.net/debug/magbeam.png

I called my Magnetron to attack an iron curtained Trike and then started to run away from the Mag with it. Magnetron's MagBeam did not disappear when the target got out of Mag's range. The weapon was definitely not being fired, because there was no attack sound, but the beam was still there and followed the Trike until Magnetron was told to stop.

Changed in ares:
status: New → Triaged
importance: Undecided → Low
importance: Low → Medium
Revision history for this message
EricAnimeFreak (ericanimefreak) wrote :

I've also seen this before. I took a screen-shot of it at the time. But forgot to mention it a while back.

I moved the magnetrons way far away into my own base and the magbeams continued to draw. "Note I have never touched the mag-beams weapon on my mod."

Chanterier (speederyr)
description: updated
Revision history for this message
Chanterier (speederyr) wrote :

If MagBeam-based weapon uses AmbientDamage, that AmbientDamage will be dealt to anything that's within the reach of this infinitely extending wave, allowing a Disruptor Tank to acquire infinite range in certain situations, but definitely an abuseable one in many.

AlexB (alexander-b)
Changed in ares:
assignee: nobody → AlexB (alexander-b)
status: Triaged → Fix Committed
milestone: none → 0.b
Revision history for this message
Chanterier (speederyr) wrote :

This is fixed.

AlexB (alexander-b)
Changed in ares:
status: Fix Committed → Fix Released
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