As it says above the tag doesn’t work the way it should.
I was trying to be evil and make it so you have to be careful in caverns, if you have no chutes, when firing the weapon below.
The problem is, apon impact with the roof of the cavern a long pillar of dirt appears below your tank. (It was funny to have the tank embeded in
the roof the cavern though) The ground is comming to the tank instead of the tank floating/falling to the ground!
Teleport Position 6 A projectile that teleports you to the location of impact. teleport.bmp shoot/small.wav 1 0.5 20000 0.5 data/wav/misc/teleport.wav false 0.5
scorch shapes the ground a little when a tank moves/teleport to make it flat within a small radius with the tank in the middle; maybe that code doesn’t work good when the point where the tank is spawned is in the roof (i might take a test in the middle air too, if it does the same)
Then i’ll add in, with the other bug that matched it.. Dirt creating.
We’ve discovered that making pile’s of dirt in large ammounts
had strange effects depending on it’s location.
if created on more dirt, it grew the mound normally, but if it
spawned the mound over water, it instantly grew a pillar to the sky.
Seemed a bit odd, but extremely funny.
In other places where drop-pods or mine’s landed, the dirt either
raises or lowers dirt to satisfy it’s ‘flattening’ aspect; occasionally
covering players or filling deep trenches in the process.
Noticed it a lot while playing bob’s op-scorch, using it to slip by his
defences without blasting the walls down.
Is the actual area leveled under the object selectable similar to
the ammount of leveling that can be applied?