DeckChairVonBananaCamel Posted December 16, 2023 Share Posted December 16, 2023 (edited) I originally posted this a week ago in the "Abyss of Dagath" subforum, which disappeared a few days later with the release of "Whispers in the Walls" (i had to recover it from google cache). I am reposting it mainly because a fix players can use is included (down the bottom under "Stopping it once it starts", but you may need to read the rest for context on what it means) so I feel it is still relevant. Also sorry to Lord_Drod for retagging you, just wanted to make sure people knew you were responsible for the alternate, preventative solution. THE MELEE BUG FIRST Ok so first im going to lay down the basics of this bug. With the auto melee implementation the melee key is more of a toggle. In simple terms pressing the key seems to send a "start melee" command, and then releasing it sends the "stop melee" command. There is a bug you can play around with resulting from the fact that the warframe "remembers" that it is still supposed to be in auto-melee mode even when you enter and then exit operator mode. To replicate this bug easily you can do the following: Start melee by holding down the quick melee key. Whilst holding that key, activate transference to switch to operator Release the quick melee key. Switch back to the warframe. This should result in a situation where the warframe remembers receiving the "start melee" command, but never received the "stop melee" command as you released the key whilst your controls were assigned to the operator. So you will witness the warframe proceed to start swinging wildly without need of player input (until you press and release the melee key again so it gets the "stop melee" command). This works with both regular and heavy attacks, as the heavy attacks are also affected by auto melee. THE VOID BLAST BUG I want to thank @Lord_Drod for pointing me in the right direction by mentioning that this bug usually isnt encountered if you have "heavy attack" and "secondary fire" bound to different keys You can fairly reliably reproduce the void blast bug by following either these steps: Switch to operator Switch back AFTER triggering the switch-back, but BEFORE fully returning to your warframe press and hold the "secondary fire" button, but don't release it until AFTER the transfer completes. Or these steps: Get downed Trigger "Last Gasp" Kill the required 3 enemies (or 1 eximus) AFTER killing the required enemies, but BEFORE fully returning to your warframe press and hold the "secondary fire" button, but don't release it until AFTER the transfer completes. Either way the aim is to PRESS but not RELEASE the secondary fire button during the transfer-back-to-warframe animation THE SPECULATION When reviewing the EE.log for the mission i found this: Spoiler 1501.477 Script [Info]: FocusSecondChanceMeter.lua: Player revived using Second Chance! 1501.477 Sys [Info]: StartRevive on TennoAvatar18 1501.477 Sys [Info]: Revive completed on TennoAvatar18 1501.477 Sys [Info]: I guess this is a normal revive 1501.484 Script [Info]: InvulnerabilityOnFatalDamage.lua: Endurance 10 : Added Immortality ControllableDuviriDrifterTennoAvatar17 1501.484 Script [Info]: InvulnerabilityOnFatalDamage.lua: Endurance 10 : Added Immortality WF TennoAvatar18 1501.491 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Powersuits/PowersuitAbilities/TransferenceInputFilter 1501.993 Sys [Info]: AdultOperatorAvatar25 with ID 25 new player=null, had DeckChairVonBananaCamel 1501.993 Sys [Info]: TennoAvatar18 with ID 18 [1590835839152] has new player: DeckChairVonBananaCamel 1501.993 Script [Info]: AvatarHighlighting.lua: AvatarHighlighting: IsMaster: true, Avatar: TennoAvatar18, Faction: TENNO, IsEnemy: false, isAlly: false, isSelf: true 1501.993 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Types/Player/TennoInputFilter 1501.995 Game [Info]: DeckChairVonBananaCamel - new avatar: TennoAvatar18 This is the process the game goes through when successfully using Last Gasp (referred to here as "Second Chance") From what i can tell the process goes like this Last gasp succeeds, so the warframe is revived from the downed state Immortality is applied to both operator (or in this case drifter) and the warframe The control scheme changes Control is switched back to the warframe and the warframe control scheme is loaded in Now, step 3 is referencing the line: 1501.491 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Powersuits/PowersuitAbilities/TransferenceInputFilter This step appears present whenever transference is used, but I cannot seem to find reference to this in EE.cfg, so my ASSUMPTION is that this is a hard-coded filter that is supposed to BLOCK inputs during the short window where you are switching back and forth from operator mode. My GUESS is that this control mapping includes heavy attack, but doesn't filter it out? Meaning there is a 502 millisecond window where you can trigger a "heavy attack" whilst still technically being in control of the operator. Combine this with the first bug where auto melee allows the warframe to "remember" the melee input but instead apply it to the operator, and then the next time you switch to operator it is stuck in a loop of "heavy attack" resulting in void blast firing on a loop. STOPPING IT ONCE IT STARTS SIGNIFICANT DEVELOPMENT! Thanks to @PollexMessier For putting me on the right track with this one! You can deactivate the bug even when in Last Gasp with the following solution: Whilst in operator mode (and the infinite void blast bug is occuring) perform a dodge roll. Whilst the dodge roll animation is playing, press but dont release secondary fire. Once the roll ends and the operator starts void blasting again, release the secondary fire. The old solution: All you have to do is send the "stop heavy attacking" command during the same switch-back-to-warframe animation, this is easily done by managing to RELEASE the "heavy attack" key during that animation (simply tap that key during the animation) BEWARE HOWEVER! You cannot solve this problem in Last Gasp mode as you cannot switch back to your warframe, it must be done when in normal operator mode!! This concludes my TED talk Edit (originally added as 1st comment): I want to add that the reason this issue is so prevalent is likely because we all hammer the secondary fire button when in last gasp mode (in my case to send as many phahd projectiles into the wild as i can) Edited December 20, 2023 by DeckChairVonBananaCamel removed "(Assuming this bug isnt about to be fixed in the whispers in the wall update)" ... because it wasnt 4 Link to comment Share on other sites More sharing options...
Kromatia Posted December 18, 2023 Share Posted December 18, 2023 So then what we need for those of us who use controller inputs, is the ability to assign heavy melee and secondary fire to separate buttons. Currently, they are mapped to the same button and cannot be changed. Link to comment Share on other sites More sharing options...
DeckChairVonBananaCamel Posted December 18, 2023 Author Share Posted December 18, 2023 I always forget about controllers, I hope my explanation of how to stop the infinite void blast bug is at least helpful for you Link to comment Share on other sites More sharing options...
Technomagos Posted December 19, 2023 Share Posted December 19, 2023 This bug needs to be fixed quickly. It's making heavy attack melee builds a real pain to play. Use of Operator/Drifter is useful for healing arcanes and so on - makes swapping a lot less slick having to wait for warframe to cease all melee animations before doing so. This should have been addressed already. 2 Link to comment Share on other sites More sharing options...
DeckChairVonBananaCamel Posted December 19, 2023 Author Share Posted December 19, 2023 you dont need to wait for the animation to end before switching out from your warframe, you just need to make sure you release the heavy attack button before hitting the transference button Link to comment Share on other sites More sharing options...
PollexMessier Posted December 20, 2023 Share Posted December 20, 2023 (edited) I found a slight workaround to this bug for when you do get it tho. Preforming a dodge-roll briefly allows you to preform other actions with your operator after the roll animation stops but before it starts spamming void blast and locks your other inputs again. If you have an auto or beam amp, just holding the fire button prevents you from spamming blast again until you let go or run out of juice. So last grasp isn't completely worthless if you get this bug and you can still use operator abilities, although with a bit of extra effort. It's absolutely ridiculous this bug hasn't been fixed yet tho. What are they even doing? this should be a top priority bug. Edited December 20, 2023 by PollexMessier Link to comment Share on other sites More sharing options...
DeckChairVonBananaCamel Posted December 20, 2023 Author Share Posted December 20, 2023 14 minutes ago, PollexMessier said: I found a slight workaround to this bug for when you do get it tho. Preforming a dodge-roll briefly allows you to preform other actions with your operator after the roll animation stops but before it starts spamming void blast and locks your other inputs again. If you have an auto or beam amp, just holding the fire button prevents you from spamming blast again until you let go or run out of juice. So last grasp isn't completely worthless if you get this bug and you can still use operator abilities, although with a bit of extra effort. It's absolutely ridiculous this bug hasn't been fixed yet tho. What are they even doing? this should be a top priority bug. OH MY GOD!! I gave this a test and fiddled a bit more with it, just dodge roll and press and hold the secondary fire button until you finish your roll and it deactivates the bug! Link to comment Share on other sites More sharing options...
PollexMessier Posted December 20, 2023 Share Posted December 20, 2023 2 minutes ago, DeckChairVonBananaCamel said: OH MY GOD!! I gave this a test and fiddled a bit more with it, just dodge roll and press and hold the secondary fire button until you finish your roll and it deactivates the bug! Oh dang, that's incredible. Glad to have contributed that that. XD I'll give that a shot next time I run into it. 1 Link to comment Share on other sites More sharing options...
DeckChairVonBananaCamel Posted December 20, 2023 Author Share Posted December 20, 2023 3 minutes ago, PollexMessier said: Oh dang, that's incredible. Glad to have contributed that that. XD I'll give that a shot next time I run into it. Ive added step-by-step instructions on how to fix it with this new method to the original post (with credit to you, of course 😊) 1 Link to comment Share on other sites More sharing options...
Cntrl Posted January 10 Share Posted January 10 (edited) I don't understand why DE doesn't put this bug as a priority fix. Edited January 10 by Cntrl 2 Link to comment Share on other sites More sharing options...
VibingCat Posted January 27 Share Posted January 27 This bug is still around, it keeps happening again and again. 1 Link to comment Share on other sites More sharing options...
sam686 Posted January 28 Share Posted January 28 Bug can still happen, more easily at a slow 30 FPS (frames per second). It appears that the bug start with operator mode, press transference, then 1 frame later (1/30 of a second), press melee attack. At a low 30 FPS, the infinite void blast bug can easily start to happen. At 120 FPS and higher, very unlikely for this bug to happen. Video: https://www.twitch.tv/videos/2046313306 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now