Comments (10)
Can't seem to replicate
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Sorta occurred to me the issue might be to do with caching into dyn.rsc.
this is usually performed automatically by applying an icon to overlays/icon etc
It's sort of a unique pointer to the resource file. It can also be obtained using fcopy_rsc
It may also be due to client/server latency where client-side icon ops are being used rapidly
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Targets have a var/icon/virtualIcon that they use to do weird stuff with bullethole overlays. My guess is that's the culprit here (since this doesn't seem to happen with anything else ever).
I haven't seen this bug happen in a long time, but there was also a long period where there was no firing range on the station.
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Still happens, they actually change icon durning the round for no reason, and icon can be anything
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This is a recent instance of it. Also this bug is now 2 years old!
http://i.imgur.com/5j6hMcK.png
Apparently that was a xeno target.
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http://i.imgur.com/SaOCOvf.png Happened again today, this was its icon state.
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Done some testing, I can reproduce this on syndie targets, and only syndie targets.
- Stick syndie target in stake
- Get prototype SMG
- Use a standard firing pin (No idea if this affects it but I might as well mention it)
- Set the SMG to three round burst
- Shoot target
- It turns invisible, but the bullet holes remain visible, and it can be interacted with
Can I have a medal now?
UPDOOT:
Can now reproduce it for all targets using a slightly more unusual method
- Set up as before
- Mass edit the SMG's bullets to have pellets = 100
- Shoot
- Target's tile flickers the honk tile over everything, and when the bullets stop hitting, the target is invisible
UPDOOT 2 ELECTRIC BOOGALOO:
After restarting the server I can't reproduce it using unedited bullets. The 100 pellet shots still make it happen though.
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So it has something to do with getting spammed by bullets?
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Maybe if the number of bullet holes is too high it breaks?
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Fixed in #9488 but wasn't closed since aran is dumb
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