Friendly Decorate Error
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Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
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- Posts: 1060
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Friendly Decorate Error
http://www.doomworld.com/gbd2/files/test.wad
To see how this doesn't work correctly, load up this wad and then summon from the console "HelperImp". Shoot the imp so it dies and it should fire a fireball. Now... try this in 2 situations, with enemies around and without. If there are no enemies nearby the imp shoots at you (which is to be expected) and he shows his death frames. However, should there be nearby enemies, he fires his shot at the nearest one (again to be expected) but he disappears and never shows his death frames.
Is it something I'm doing or is it a bug with Zdoom. I think it's correct, I seriously doubt the imp is supposed to just disappear if it fires at another enemy.
To see how this doesn't work correctly, load up this wad and then summon from the console "HelperImp". Shoot the imp so it dies and it should fire a fireball. Now... try this in 2 situations, with enemies around and without. If there are no enemies nearby the imp shoots at you (which is to be expected) and he shows his death frames. However, should there be nearby enemies, he fires his shot at the nearest one (again to be expected) but he disappears and never shows his death frames.
Is it something I'm doing or is it a bug with Zdoom. I think it's correct, I seriously doubt the imp is supposed to just disappear if it fires at another enemy.
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- Posts: 1060
- Joined: Sat Mar 27, 2004 8:56 pm
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- Posts: 1060
- Joined: Sat Mar 27, 2004 8:56 pm
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- Posts: 1060
- Joined: Sat Mar 27, 2004 8:56 pm
- Anakin S.
- Posts: 1067
- Joined: Fri Nov 28, 2003 9:39 pm
- Location: A long time ago in a galaxy far, far away...
Code: Select all
States
{
Spawn:
TROO A 8
Loop
Death:
TROO B 1 A_Look
Loop
See:
TROO B 0 A_CustomMissile ("ImpShot", 32, 0, 0, 0)
TROO B 0 A_Fall
TROO B 0 A_Scream
TROO MOPQRSTU 2
TROO U 2
Goto Death + 11
}
EDIT: No it doesn't. The fireball just shoots right back at me. The fireballs shoot at the enemy if you put MONSTER in there. One fireball shoots at you while the other shoots at the enemy. Why two?
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- Posts: 1060
- Joined: Sat Mar 27, 2004 8:56 pm
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- Posts: 1060
- Joined: Sat Mar 27, 2004 8:56 pm
- Anakin S.
- Posts: 1067
- Joined: Fri Nov 28, 2003 9:39 pm
- Location: A long time ago in a galaxy far, far away...
I'm experiencing some similar problems with my friendly weapon. I tried the friendly aiming thing by making something like the doom 3 bfg with the laser that shoots out at nearby enemies while the projectile is firing and making it so the projectile can be shot down without triggering the bfg wave. Unfortunately, the bfg shot cannot be shot down - attacks just go right through. The lasers also act strangely. They aim at nearby enemies, but they just pass right through them without harm. However, they can hit enemies that are further away from the projectile and happen to be in the path of the lasers. They also hit the player if the player happens to be in the path. I noticed that the lasers seem to be owned by the nearby monster that happens to be targeted by them. What I mean is that when the player is killed by a laser, the obituary displayed says that he was killed by the monster that the laser was supposed to be aiming at. Monsters have also started infighting as a result of the laser passing through the targeted enemy and striking the one behind it. This also explains why they pass through the targeted nearby monsters without harm. If there are no targets around, the lasers simply shoot at the player once the laser spawners are awakened.
Spoiler:
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49227
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Remove the NOBLOCKMAP flag from the shootable missile. That flag prevents any passive collision detection which includes being hit by another weapon.
The rest is just a result of doing something unsupported. To do this cleanly you'd have to program it in C++ to handle all the dependencies properly. I won't change A_CustomMissile because too many WADs already depend on the current behavior.
The rest is just a result of doing something unsupported. To do this cleanly you'd have to program it in C++ to handle all the dependencies properly. I won't change A_CustomMissile because too many WADs already depend on the current behavior.