tnt does not match game for complex shapes
Techcraft7 opened this issue · comments
using the settings from the world download does not create the nuke shape
I think something must be off with TNT.Explode
or TNT.Tick
- Using
Normalize
instead ofNoramlizeFast
had no effect (code) - The velocities for a single TNT falling from rest match vanilla
- The following payload matches vanilla:
TNT Count | Cancel | Single | Schedule Count | Fuse |
---|---|---|---|---|
1 | XZ | Y | 1 | 1 |
1 | XZ | Y | 1 | 80 |
The expected result can be found in m^3's video
It appears that none of the TNT gets their Y velocity capped by the limit, which is why none of it is flat on top.
This was tested by setting a breakpoint at the Y velocity and it didnt get hit so RIP
also the powder snow logic forgot the 90% scaling
For clarification of the above:
You can create two rings by either using 4 charges or use 2 and use the breadboard with charge 2’s schedule count at 2
Also I think the above is somewhat intended, but if you add more they start going up instead of getting capped
I think I know what is wrong:
in the game when the each tnt warps to the target it gets unloaded
Basically any explosions that happen in the first tick will only affect the TNT that has warped to the target already.
The TNT has warped to the target after it is ticked for the first time.
Therefore, I added a loaded
flag that gets set to true after the TNT is ticked for the first time.
And in the explosion method I skip any TNT that has not been loaded yet
So it looks like it works now but I need to confirm by comparing to vanilla
yep it works now