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@Jacob2of3 Thanks for the report. If a dandelion or yeti imp explodes first and is then shot at, there is a brief window where the bodies can still be damaged, giving misleading damage numbers, even though they have already detonated. This compounded with slight lag is most likely to explain what you are seeing. I've tried controlling both the dandelion and a zombie shooting at the dandelion and in all instances, the dandelion only gets to detonate if they trigger before getting shot at. Let us know if there are more egregious examples.
@anpangcontractor I put a better example underneath the other video. Thanks for looking into it.
- anpangcontracto6 years ago
EA Staff (Retired)
I freeze framed them both and explosion animations started within 2 frames (30 fps video, 66ms discrepancy) of the damage ticking. These times are short enough that it is more likely explained by lag.
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