I can't for the life of me get the STEPMISSILE flag to do anything. I assumed it made a Projectile move over a step if it's low enough instead of crashing, but it crashes no matter how high the MaxStepHeight is, even when aimed upwards.
Other flags that it might make more sense with don't even need it. FLOORHUGGER naturally climbs infinitely. I made a BOUNCEONFLOORS attack with big gravity and a velocity boost in its Spawn state to create a rolling ball attack; it climbs steps even without STEPMISSILE! I'd have to set MaxStepHeight to 0 to make the bouncer stop climbing, other values work as intended. So then I put BOUNCEONFLOORS on a normal shot (with NOGRAVITY still on), and the shots step! (with appropriate speed loss from BounceFactor, and of course now bounce off floors if aimed downwards).
So what is STEPMISSILE supposed to be used for? Is it simply bugged right now? I can think of a few uses for a missile that can move over steps, but not bounce off all floors or hug the floor.
(If you can get it to work, show me a working example, please)
[r3487] +STEPMISSILE doesn't work
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Re: [r3487] +STEPMISSILE doesn't work
Okay, cool, it's mostly working.
But I noticed one problem. The projectiles still don't seem to step if they're too close to the player. I'm assuming Projectiles don't collide with whoever shot them, so they should ignore him somehow. For example, if I shoot a stream of slow plasma shots that are STEPMISSILE at a step, they climb fine, but when I run over to the step, or on top of the step, the shots collide with it.
(the reason I noticed, and care so much, is I'm using an invisible projectile as a false melee attack, so it has to work at close range)
But I noticed one problem. The projectiles still don't seem to step if they're too close to the player. I'm assuming Projectiles don't collide with whoever shot them, so they should ignore him somehow. For example, if I shoot a stream of slow plasma shots that are STEPMISSILE at a step, they climb fine, but when I run over to the step, or on top of the step, the shots collide with it.
(the reason I noticed, and care so much, is I'm using an invisible projectile as a false melee attack, so it has to work at close range)