BUG: Pet Bouncer incomplete implementation #536
Labels
B-components
Related to dGame/dComponents
bug
Something isn't working
P-low
This issue can affect gameplay, but does not prevent a user from playing or progressing
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DarkflameServer Version
427c4a8
Issue Description
Pet Bouncers have a variety of inconsistencies with Live that make them feel significantly jankier to interact with.
The current implementation is simple. If a pet is active and you step on the bouncer, the pet will automatically make its way over to the switch and activate it. This behavior is incorrect.
In Live, the pet would make its way to the switch. Then, the player would have the choice of either pressing SHIFT or selecting "Jump" in the Pet Menu to activate the bouncer. Doing so would cost a flat 2 imagination, playing a pet jump animation that syncs up with bouncer activation.
In addition, there are several tutorial popups that don't currently activate the first time around.
On first approach:
On first use:
After first use:
Reproduction Steps
Expected Behavior
This proper bouncer behavior can be seen in videos from Live:
Lego Universe (Part 23) @ 6:04 (Pet Cove)
https://youtu.be/JHqlfK-NaMA?t=364
Lego Universe (Part 52) @ 7:00 (AG Triceratops
https://youtu.be/-9NHizE5jZM?t=420
Lego Universe (Part 53) @ 3:00 (AG Monument)
https://youtu.be/uBlemmgjPEE?t=180
Environment
Windows client, Linux server
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