Noita
Couch Co-Op
Bug: Teleportitis Dodge on keyboard+mouse player sends players back to start
When the keyboard+mouse player takes Teleportitis Dodge, whenever a projectile triggers the perk, it will send both players back to/near the starting location of the world, at least when the keyboard+mouse player is not actively aiming (I have not yet tested while this player is aiming, nor rigorously tested with the controller player taking the perk). I believe this is because a SpriteComponent tagged aiming_reticle cannot be detected; the base game's data/scripts/perks/teleportitis_dodge.lua looks for such a component to determine where to warp the players, with backup/default x and y being 0 (it looks like aim_comp would be nil, so component_read does not execute the function passed to it, so these 0 values are not overwritten).

(Side note: the other player's projectiles will trigger the perk as well.)
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Potential partial or full fix: in player_base.xml, instead of commenting out the aiming_reticle SpriteComponent, make its alpha "0" or special_scale_{x,y} extremely small values. This might only be a partial fix: while hopefully it would prevent players from being warped to the start, it might always think the player is aiming in the starting direction. I can't find where the aiming_reticle's position is set in .lua files, so it might be derived from the ControlsComponent mAimingVector inside the engine; if this is the case, then this might actually be a full fix, as the mAimingVector is already being set based on the mouse position.

Potential full fix: combine the above with some code in init.lua that also sets the aiming_reticle offset_{x,y} whenever it sets this player's mAimingVector, if it's not already automatically derived from the mAimingVector by the engine / base game / other mod code.
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