Issue Data
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Issue #25178: Glitched Hatch?
00035e80
located near starlight drive in, close to a power line heading to lexington upon interating it gives a option to detonate, but nothing happens after you "detonate' it gives a option to close, and then you get a option to detonate again and then close again and you see where this is going... I suppose you should be able to enter it after donating, maybe? |
That FormID points to a reference in REHoldingCell. Unless you provided the wrong FormID this apparently has something to do with one or more of the random encounter quests.
Comment #1 Sep 25, 2018 1:09 am
Edited by BlackPete on Sep 25, 2018 1:14 am
it is the correct ID, yes
now that you mention it, I seem to remember a random encounter of this type
now that you mention it, I seem to remember a random encounter of this type
I've seen the same thing on other save. If it's indeed a random encounter, it's broken. And the hatch stays in the map forever.
It's not broken. It's used in an object type encounter where a guy (a scavenger, to be precise) is trying to open a hatch.
Object type encounters are not repeating, and do not clean up by design (there are designer notes on all object type encounter quests that make this perfectly clear). That makes sense, btw - or do you find it more immersive if an object with solid concrete foundations mysteriously disappears ?
The only bug I see here is that the hatch keeps its activation override text after the quest is over. Should be cleared to the default "open"/"close".
And the "detonate" of course. Which should be an "explode" because nobody can detonate a specific object. Detonations are specific events that may occur as the result of explosions (this requires special high speed explosives though, otherwise, there will be no detonation at all), but quite far away from the place where the explosion occurred. The exact place of a detonation is very difficult to foresee. Check Semenov's theory on the kinetics of combustion reactions for further information (this earned him a nobel prize in 1956). However, since the game is designed to reflect the 1950s "men in the street" conceptions of science, this is not considered a bug and won't be fixed either.
Object type encounters are not repeating, and do not clean up by design (there are designer notes on all object type encounter quests that make this perfectly clear). That makes sense, btw - or do you find it more immersive if an object with solid concrete foundations mysteriously disappears ?
The only bug I see here is that the hatch keeps its activation override text after the quest is over. Should be cleared to the default "open"/"close".
And the "detonate" of course. Which should be an "explode" because nobody can detonate a specific object. Detonations are specific events that may occur as the result of explosions (this requires special high speed explosives though, otherwise, there will be no detonation at all), but quite far away from the place where the explosion occurred. The exact place of a detonation is very difficult to foresee. Check Semenov's theory on the kinetics of combustion reactions for further information (this earned him a nobel prize in 1956). However, since the game is designed to reflect the 1950s "men in the street" conceptions of science, this is not considered a bug and won't be fixed either.
Oh yes, the scavenger trying to explode the hatch. I didn't seen him nearby either, not in person nor a dead body.
The specifics of how this work is pretty straightforward. Encounter is generated. Scavenger guy is set up. Player closes to <= 1500 unit. Scene runs. Scavenger sets off explosion.
When that explosion goes off, the script disables the "explode" door and replaces it with a "normal" one. It's an unskippable step. So this isn't broken at all.
The only thing that could be considered broken is that the scavenger is not present, but there's nothing we can do about that.
When that explosion goes off, the script disables the "explode" door and replaces it with a "normal" one. It's an unskippable step. So this isn't broken at all.
The only thing that could be considered broken is that the scavenger is not present, but there's nothing we can do about that.
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