Better Combat + BOMD - Cannot hit Nether Gauntlet
ZsoltMolnarrr opened this issue · 17 comments
Minecraft version: 1.19.2
Loader: Fabric
Mod version: BOMD 1.4.2 + Better Combat 1.3.1
https://github.com/ZsoltMolnarrr/BetterCombat
Use case
Attacking the Nether Gauntlet with any weapon (such as an Iron Sword).
Experienced
- Nether Gauntlet emits some impact sound
- Nether Gauntlet doesn't emit hurt sound
- Nether Gauntlet doesn't take damage
Expected
Nether Gauntlet takes damage as it should.
Additional information
Better Combat uses a custom client side logic for selecting target based on the collision detection of the weapon swing.
This sends a custom attack request packet to the server, containing a list of entities (hit by the weapon swing)
This packet on the server side is handled by attacking each entity one by one, by the player.
Expereincing the same issue with the same setup. Disabling Better Combat fixes the issue.
To add to this, it does seem like projectiles don't work for me either, as the boss bar does not move.
Just to check - the gauntlet's weak point it its eye. It aiming for the eye not working
Yup, when hitting it in the eye with a projectile. It both does not work in survival nor creative. I dont have any mods installed that overhaul projectiles.
Ok, hitbox logic for gauntlet is using a library so I am not super familiar with it, but I'll look into it
Yea, I looked into it a little bit and unfortunately, the library BOMD uses is probably incompatible with better combat for now.
I can probably make it so that the the entire gauntlet hitbox is attackable not its just eye - only if better combat is loaded. Do we think that would be sufficient for the foreseeable future
That seems like a decent compromise. Would projectiles still only work if they hit the eye?
Hm, weird, while testing recently it worked for me, ill post details later, cant test right now.
I can probably make it so that the the entire gauntlet hitbox is attackable not its just eye - only if better combat is loaded. Do we think that would be sufficient for the foreseeable future
Yes, absolutely. Anything is better, than having to disable the boss altogether, while using BetterCombat.
I can probably make it so that the the entire gauntlet hitbox is attackable not its just eye - only if better combat is loaded. Do we think that would be sufficient for the foreseeable future
This would be a very welcome change. Even if it's not completely balanced it's far and away better than just not being able to use it at all. Maybe you could double its health/resistances if BetterCombat is enabled or something like that to compensate.
Hello!
Sorry for the late response on the topic.
@miyo6032 has contacted me with details on the matter.
As far as I can see, I could implement add compatibility for the very specific MultiPartEntity library that BoMD uses.
Unfortunately I my development capacities are fully allocated for the next few weeks, due to an upcoming new release.
Even if I find time to fix this, I am not entirely sure how it should work. Better Combat weapon swing works not by raycasting for target, but instead the shape/trajectory of the weapon swing is geometrically approximated (fancy animations are just sugar coating).
While this target selection is also capable of returning which entity is infront, the question is would it be a good user experience having to hard aim a specific part even with slash style attacks? The idea doesn't really appeal to me.
One idea that crossed my mind, maybe these specific weak points should accept damage attempts from stab attacks only? (Better Combat stab attacks are forward reaching box shaped hitboxes, typically used by stab weapons such as spear, trident, etc...)
It works on Better Combat 1.5.0+1.19 and BOMD 1.4.3-1.19.2, the Nether gauntlet can be killed with a bow on these specific versions
Hello! Sorry for the late response on the topic. @miyo6032 has contacted me with details on the matter.
As far as I can see, I could implement add compatibility for the very specific MultiPartEntity library that BoMD uses. Unfortunately I my development capacities are fully allocated for the next few weeks, due to an upcoming new release.
Even if I find time to fix this, I am not entirely sure how it should work. Better Combat weapon swing works not by raycasting for target, but instead the shape/trajectory of the weapon swing is geometrically approximated (fancy animations are just sugar coating). While this target selection is also capable of returning which entity is infront, the question is would it be a good user experience having to hard aim a specific part even with slash style attacks? The idea doesn't really appeal to me. One idea that crossed my mind, maybe these specific weak points should accept damage attempts from stab attacks only? (Better Combat stab attacks are forward reaching box shaped hitboxes, typically used by stab weapons such as spear, trident, etc...)
Without a failure animation, it would be unintuitive why swing attacks passing through the weak point don’t do damage to the boss. As long as the swing passed through the open weak spot, players would expect the attack should at least damage the boss a bit.
I liked Ibaudia‘s idea above about ranged (and potentially stab attacks) doing more damage than swings, but that may be larger in scope than a simple mod compatibility bandaid.