Projectile problems
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- LilWhiteMouse
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Projectile problems
This is driving me mad, again. Projectiles are detonating at spawn despite the proper +THRUSPECIES flag and Species properties. I'm pretty sure this is the same problem I'm also having in D'deridex Command. What's worse is that sometimes it works, and sometimes it doesn't. Can anyone take a peak and tell me what I'm doing wrong, if anything?
http://www.prdarkfox.com/lwm/btech2.7z Drag 'n drop on GZDoom. Controls are typical RTS, using the FIRE key. Tan mech is yours, red mech is enemy. Either select yours and target the enemy, or just wait and the red mech will attack automatically.
http://www.prdarkfox.com/lwm/btech2.7z Drag 'n drop on GZDoom. Controls are typical RTS, using the FIRE key. Tan mech is yours, red mech is enemy. Either select yours and target the enemy, or just wait and the red mech will attack automatically.
Last edited by LilWhiteMouse on Thu Nov 21, 2013 3:04 pm, edited 1 time in total.
Re: Projectile detonating at spawn
Is your projectile tagged as projectile? I had this same problem once.
You could try setting a flag like -SOLID and then changing it right after projectile is not overlaping player anymore, with A_changeflag ("SOLID", 1).
In my case, I set that missile as a projectile so it passed through the player, added a +DONTOVERLAP flag on player class and changed projectile class (A_changeflag ("DONTOVERLAP", 1) right after it was spawned, so they couldnt pass through each other after shot.
You could try setting a flag like -SOLID and then changing it right after projectile is not overlaping player anymore, with A_changeflag ("SOLID", 1).
In my case, I set that missile as a projectile so it passed through the player, added a +DONTOVERLAP flag on player class and changed projectile class (A_changeflag ("DONTOVERLAP", 1) right after it was spawned, so they couldnt pass through each other after shot.
- LilWhiteMouse
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Re: Projectile detonating at spawn
AFAIK, everything is defined properly.
Snippet:
Snippet:
Spoiler:
Re: Projectile detonating at spawn
Why don't you use MTHRUSPECIES instead? It's the flag that's here specifically for missiles.
- LilWhiteMouse
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Re: Projectile detonating at spawn
Still detonating at spawn with MTHRUSPECIES.
- Matt
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Re: Projectile detonating at spawn
Is it possible that the check for +mthruspecies is being applied only after spawn, so for the first tic it's treated like a normal projectile? If so, I think it could be worked around by defining the actor as +nointeraction and turning that flag off after the first tic.
- LilWhiteMouse
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Re: Projectile detonating at spawn
Still detonating at spawn with +NOINTERACTION. I substituted NOCLIP and it sorta works. If the flag is cleared before it leaves the actor's boundary box, it still detonates. These feel like hacks for something that I think should work though, unless I'm simply doing something wrong?
- LilWhiteMouse
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Re: Projectile problems
Yay, more problems. The same problem I was having in D'deridex Command has appeared here. My projectiles aren't doing any damage (most of the time). At first I was worried NONSHOOTABLE w/ SOLID was a problem, but I commented both out and no change. I've added a script to report the friendly mech's health. It *should* take a beating, but it rarely ever takes damage despite obviously being hit.
Updated work: http://www.prdarkfox.com/lwm/btech2.7z
Uses the NOCLIP hack to get the projectiles to even spawn properly.
Updated work: http://www.prdarkfox.com/lwm/btech2.7z
Uses the NOCLIP hack to get the projectiles to even spawn properly.
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
Re: Projectile problems
Well, I've stumbled upon another tidbit of information, that makes me even more confused. If the ally mech *doesn't* move, it's projectiles will damage the enemy mech. While it's moving however, the projectiles don't do any damage (most of the time).