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Glitches in the matrix (Jailbreak bugs and issues)

Conor

Notably Dangerous
Joined
Jul 15, 2017
Messages
119
During my time in Jailbreak a number of glitches and bugs have came to my attention. These issues ranging from minor exploits such as Bonk! Atomic punch being a usable item for the prisoner's team to potentially round-ruining issues such as Prisoner's dropping medium ammo packs on death, or the eternal reward allowing prisoners to slip away into the masses using the stolen disguise of a now dead guard. Although some of these may not appear to be flashing issues there are something that I do not believe should fit into the structure of the Jailbreak game mode, if anyone happens to stumble upon any other glitches or exploits please let me know, there is a deal of exploits I am currently aware of such as Soldier's and Demo's being able to equip their secondary weapons to usable items such as Bonk and the Sandvich being available to prisoners.
 

Noodl

Positively Inhumane
Staff Member
Owner
Joined
Mar 8, 2016
Messages
380
I can disable bonk, if need be.
As for ammo packs, I've written a tiny plugin to kill them if dropped by reds, though somewhat untested.
 

Conor

Notably Dangerous
Joined
Jul 15, 2017
Messages
119
I can just imagine how Bonk! could be an issue to wardens and as for ammo packs, there is no end to the annoyance caused by a sniper somehow having a gun because of a fellow prisoner dropping an ammo pack.
 

Spades

Went out for groceries and never came back
Joined
Jun 9, 2017
Messages
289
You "10/10 On Topic Title" -IGN

@Flux, heres a little gift for you, kills red team ammo packs:

public Action Event_PlayerDeath(Handle event,const char[] name, bool dontBroadcast)
{
if(GetClientTeam(victim) == view_as<int>TFTeam_Red)
{
int ammopack = -1;
while ((ammopack = FindEntityByClassname(ammopack, "tf_ammo_pack")) != -1)
{
if(GetEntPropEnt(ammopack, Prop_Send, "m_hOwnerEntity") == victim)
AcceptEntityInput(ammopack, "Kill");
}
}
}

I would send a file if I was on my pc but this is all from my phone ;-;
 

Noodl

Positively Inhumane
Staff Member
Owner
Joined
Mar 8, 2016
Messages
380
You "10/10 On Topic Title" -IGN

@Flux, heres a little gift for you, kills red team ammo packs:

public Action Event_PlayerDeath(Handle event,const char[] name, bool dontBroadcast)
{
if(GetClientTeam(victim) == view_as<int>TFTeam_Red)
{
int ammopack = -1;
while ((ammopack = FindEntityByClassname(ammopack, "tf_ammo_pack")) != -1)
{
if(GetEntPropEnt(ammopack, Prop_Send, "m_hOwnerEntity") == victim)
AcceptEntityInput(ammopack, "Kill");
}
}
}

I would send a file if I was on my pc but this is all from my phone ;-;

Fam. I said I already wrote one.
You don't need to view_as on a constant, TFTeam_Red evaluates to 2 (or 3, I forget).
Also, victim isn't defined, but £10 bet this is from a Google search and an AM thread.
 

Spades

Went out for groceries and never came back
Joined
Jun 9, 2017
Messages
289
Fam. I said I already wrote one.
You don't need to view_as on a constant, TFTeam_Red evaluates to 2 (or 3, I forget).
Also, victim isn't defined, but £10 bet this is from a Google search and an AM thread.
Half right, it's from a google search that wasn't working then I put together two google searches and tried to fill in the blanks <3
 

Conor

Notably Dangerous
Joined
Jul 15, 2017
Messages
119
I can disable bonk, if need be.
As for ammo packs, I've written a tiny plugin to kill them if dropped by reds, though somewhat untested.
It may be a wise idea to apply that plugin to operate for BLU also. If this has not been seen to already.
 

Spades

Went out for groceries and never came back
Joined
Jun 9, 2017
Messages
289
It may be a wise idea to apply that plugin to operate for BLU also. If this has not been seen to already.
But taking ammo from the blues actually makes sense. If you kill a guard, you should be able to pick up his weapon to defend yourself.
 

Conor

Notably Dangerous
Joined
Jul 15, 2017
Messages
119
But taking ammo from the blues actually makes sense. If you kill a guard, you should be able to pick up his weapon to defend yourself.
His weapon yes, a medium ammo pack? No. A heavy pulling a brass beast out of nowhere is no fun for anyone.
 

adam

a stupid
Joined
Jun 7, 2017
Messages
444
I'd prefer for the REDs to get ammo by themselves manually by getting into the armory, not picking up a dead BLU's weapon.
 

Conor

Notably Dangerous
Joined
Jul 15, 2017
Messages
119
I'd prefer for the REDs to get ammo by themselves manually by getting into the armory, not picking up a dead BLU's weapon.
I'm unsure as to what could be done to remedy RED's scavenging BLU weapons after death. Besides changing the death effects to that of a YER backstab or pomson kill effect. Things such as those usually prevent a weapon dropping if I'm correct.
 

Spades

Went out for groceries and never came back
Joined
Jun 9, 2017
Messages
289
I'm unsure as to what could be done to remedy RED's scavenging BLU weapons after death. Besides changing the death effects to that of a YER backstab or pomson kill effect. Things such as those usually prevent a weapon dropping if I'm correct.
Actually they don't. Those are simply cosmetic effects.
 

Spades

Went out for groceries and never came back
Joined
Jun 9, 2017
Messages
289
I can disable weapon drops with a single cvar.
I still think that we should keep blue ammo drops, it makes rebelling a more feasible strategy. The current syst m is already against the red team (blues have crits which means no damage falloff and triple damage, blues have ranged weapons) so they should get something at least.
 

Noodl

Positively Inhumane
Staff Member
Owner
Joined
Mar 8, 2016
Messages
380
I still think that we should keep blue ammo drops, it makes rebelling a more feasible strategy. The current syst m is already against the red team (blues have crits which means no damage falloff and triple damage, blues have ranged weapons) so they should get something at least.

Not dropping their active weapon != not dropping ammo packs.
 

8-Bit_Kitsune

Spectacularly Lethal
Joined
Jun 10, 2017
Messages
260
I can imagine that anyone else viewing this thread is having a major brain explosion with this "complicated" piece of code we have being shared.
 
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