This site has been archived and made available for preservation purposes. No edits can be made.

Results 1 to 3 of 3

Thread: Bug Report - Radiation Suit

  1. #1
    Member Silentfood's Avatar
    Join Date
    Jun 2012
    Location
    somewhere in the back of a data centre
    Posts
    57

    Bug Report - Radiation Suit

    Hi.

    It seems that when two people are in a server, one is given a radiation suit after two minutes of gameplay and the other aquires crippled limbs. Shortly after (5~ minutes) the person without the radiation suit will end up dead and will be unable to navigate from the spawn after 50ish meters (from the starting vault location to Springvale).

    I did not notice this with more than two people as moments ago I was playing fine with around four to five players, after a restart the server would create this issue described with two players.

    There are no mods on the clients or server and my server config is pretty default:

    # vaultserver configuration file
    # www.vaultmp.com

    [general]
    game=fallout3 ;can be "fallout3" or "newvegas"
    master=vaultmp.com ;master server address, default is: vaultmp.com (can have the format IPort)
    port=5049 ;the port to run the server on, default is: 1770 (UDP for game, TCP for fileserve)
    query=1 ;enable direct query, default is: 1
    players=4 ;number of player slots, default is: 4
    spawn=0x000178B8 ;default spawn cell
    fileserve=1 ;allow users to download required files (such as mods) from the server, default is: 0
    fileslots=8 ;maximum number of parallel fileserve connnections, default is: 8


    [scripts]
    ;comma seperated list of PAWN / C++ scripts, will be loaded in the given order
    ;scripts need to be located in the root
    scripts=vaultscript.dll


    [mods]
    ;comma seperated list of mod files required to play on this server
    ;mods need to be located in the folder "mods", which is the games "Data" folder clientside
    ;mods will be loaded in the given order
    ;mods=mymod.esp

    Note: The spawn cell is tenpenny interior, but I have replicated this issue with the default spawn cell. Not to mention I have tried this without the vaultscript.dll and the same issue comes up.

  2. #2
    Administrator
    Join Date
    Jun 2011
    Location
    Germany
    Posts
    1,057
    Blog Entries
    5
    Thanks for the detailed report. I've encountered that bug on the christmas server as well. I suspect it is due to the equipment / behavioural AI which kicks in for a short timeframe after a player switches into alerted or sneaking mode.

    The radiation suit is actually part of one of the default NPC inventories which are assigned to the players, so it is part of the players initial inventory but the auto-equipment is a bug.

  3. #3
    Member Silentfood's Avatar
    Join Date
    Jun 2012
    Location
    somewhere in the back of a data centre
    Posts
    57
    Quote Originally Posted by Foxtacles View Post
    Thanks for the detailed report. I've encountered that bug on the christmas server as well. I suspect it is due to the equipment / behavioural AI which kicks in for a short timeframe after a player switches into alerted or sneaking mode.

    The radiation suit is actually part of one of the default NPC inventories which are assigned to the players, so it is part of the players initial inventory but the auto-equipment is a bug.
    Sweet, thanks for the reply

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •