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nono
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Posted - 2003.08.08 13:08:00 -
[1]
"" Fixed the code that ensured that effects that were not supposed to be activated during warp finished before the warp started. This fixes a few bugs like one where people warp away after target jamming someone else. ""
And this was brought up in the MWD etc. while coming out of warp thread.
>>> Fixed the code that ensured that effects finish before the warp started.<<<
So do we now get the message " you cannot warp " after we activate an AB, sheild booster, cap charger, or any other frigging device to save our ass like back in BETA?
Might as well say " SELF DESTRUCT, you are now helpless for the next 15-30 seconds. Sit back and watch your ship get destroyed." or " You have made an attempt to run or defend yourself, WARP DENIED! " Even worse if you have a module set on autorepeat.
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drunkenmaster
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Posted - 2003.08.08 14:16:00 -
[2]
dude, did you work all that out from the description?
I thought it meant that if you activated warp, it would disable such items as targetting jammers/webs disruptors, as there was a problem if you activate them, and warp out, that they would still effect your target.
Try logging into chaos and trying it. .
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nono
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Posted - 2003.08.08 14:28:00 -
[3]
Yea I worked it all out from the description.
Perhaps if I worded it as a question it would have come out differently eh?
Not being able to warp until a modules cycle time had completed was a huge problem in beta and I figured this was it coming back.
Thanks for pointing out that what you suggest might in fact be what they meant. When they flip code like this it seems they turn off one thing and turn back on another one always affecting the flipside. Thats why I posted about 'module activation and unable to warp' in the MWD out of warp thread.
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drunkenmaster
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Posted - 2003.08.08 14:38:00 -
[4]
I'm gonna test it on chaos tonight anyway. Who knows, we might both be wrong  .
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Johnson McCrae
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Posted - 2003.08.08 20:49:00 -
[5]
Can I have your stuff?  It ain't over till the fat lady falls on ya!
[ 2004.10.09 02:50:23 ] (combat) Your 425mm Compressed Coil Gun I perfectly strikes Guardian Sentry, wrecking for 747.3 damage.
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Drutort
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Posted - 2003.08.08 22:27:00 -
[6]
lol this is funny, if CCP doesnt test these things before, lots of ppl will be mad at them, i dont know what they expect? ppl to test it for them and tell them the problems? for free eh?  support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Robeyone
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Posted - 2003.08.08 23:35:00 -
[7]
I hope they test this. I can just see my corp channel now if they didn't. 
http://www.ronacorp.com |

nono
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Posted - 2003.08.09 19:51:00 -
[8]
Well Drunken? Did you test it?
And the result was....................
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Ehxo
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Posted - 2003.08.09 22:26:00 -
[9]
Quote: "Fixed the code that ensured that effects that were not supposed to be activated during warp finished before the warp started. This fixes a few bugs like one where people warp away after target jamming someone else."
That means that as soon as you activate a warp, whichever modules that cannot be acitaved during warp will be turned off before the warp starts, to make sure that nobody for example, can target jam someone and continue to target jam him while he warps away until he's out of range. If you warp, you warp, you don't fight anymore. That's what it means.
Quote: Fixed the code that ensured that effects finish before the warp started
I'm not sure if that means that whichever module is on will be interrupted by the warp initialisation or if the warp will only start after the cycle of that module is over, but either way, it means that the EFFECT (what it does) of a module will STOP just before you warp away. This goes hand in hand with the above quote saying that modules will be turned off (as in you can't use them anymore), but this one means that the EFFECT of the module if already on will be stopped.
That's how I understand it anyway.
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Ehxo
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Posted - 2003.08.09 22:33:00 -
[10]
Quote: lol this is funny, if CCP doesnt test these things before, lots of ppl will be mad at them, i dont know what they expect? ppl to test it for them and tell them the problems? for free eh? 
If you are so concerned about CCP's competence why don't YOU test it? Install a copy of the Chaos client and log on to the test server. The FAQ about how to do that are sticky posts in this forom. Instead of putting all the pressure on CCP's dev's shoulders and whining when they forget to don't have time to thoroughly test something, you could be agood community member and test the changes.
This isn't a single player game where it's expected to be 100% bug free when you buy it, this is a live game that keeps changing. Testing changes is as much a part of your good community member duties as it is to CCP.
And it takes less than 15 minutes...
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Lansing
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Posted - 2003.08.10 06:09:00 -
[11]
Quote:
Quote: "Fixed the code that ensured that effects that were not supposed to be activated during warp finished before the warp started. This fixes a few bugs like one where people warp away after target jamming someone else."
That means that as soon as you activate a warp, whichever modules that cannot be acitaved during warp will be turned off before the warp starts, to make sure that nobody for example, can target jam someone and continue to target jam him while he warps away until he's out of range. If you warp, you warp, you don't fight anymore. That's what it means.
Quote: Fixed the code that ensured that effects finish before the warp started
I'm not sure if that means that whichever module is on will be interrupted by the warp initialisation or if the warp will only start after the cycle of that module is over, but either way, it means that the EFFECT (what it does) of a module will STOP just before you warp away. This goes hand in hand with the above quote saying that modules will be turned off (as in you can't use them anymore), but this one means that the EFFECT of the module if already on will be stopped.
That's how I understand it anyway.
Did you test it? Or is this just another "as I understand it anyway" post?
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Ehxo
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Posted - 2003.08.10 06:18:00 -
[12]
I went on the test server and tested it. When you start the warp it gives a message saying that all modules will be turned off automatically by the warp initialisation. My LiF Booster last for 16.8 seconds and that's exactly how much time it took for the warp init to stop them, so it IS waiting for it to stop its cycle. I haven't tested it with a mining laser yet... I'll do that now.
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