Tested on 4.4.0, but I doubt this is recent.
And by doesn't like I mean it misbehaves completely.
1. Get
this commit of Bullet-Eye.
2. Start a new game and summon volleyshotweapon.
3. Fire a volley at the ground. The effects will keep spawning once the projectile hits. This is only the case when the projectile hits the ground.
4. Open up the mod and navigate to Actors\Weapons\Area\VolleyShot.txt, Line 56 and 60. Where the frame duration is 1, change that to 0.
5. Repeat 2 and 3. Projectile now works correctly.
While writing this post I got told that FastProjectile doesn't call Super.Tick() which may make it behave weirdly, but that'd mean Spawn would also behave weirdly, wouldn't it? I seriously can't tell why this happens.
Bonus: If you move the 1 tic duration to the state above the TNT1 one, the effect won't be spawned and the projectile will just stick to the ground, but it definitely won't explode.
Tested on 4.4.0, but I doubt this is recent.
And by doesn't like I mean it misbehaves completely.
1. Get [url=https://gitlab.com/accensi/bullet-crew/bullet-eye/-/archive/35a779df22f8a3b1eac1d5df8c65aa0bb32af6d3/bullet-eye-35a779df22f8a3b1eac1d5df8c65aa0bb32af6d3.zip]this commit of Bullet-Eye.[/url]
2. Start a new game and summon volleyshotweapon.
3. Fire a volley at the ground. The effects will keep spawning once the projectile hits. This is only the case when the projectile hits the ground.
4. Open up the mod and navigate to Actors\Weapons\Area\VolleyShot.txt, Line 56 and 60. Where the frame duration is 1, change that to 0.
5. Repeat 2 and 3. Projectile now works correctly.
While writing this post I got told that FastProjectile doesn't call Super.Tick() which may make it behave weirdly, but that'd mean Spawn would also behave weirdly, wouldn't it? I seriously can't tell why this happens.
Bonus: If you move the 1 tic duration to the state above the TNT1 one, the effect won't be spawned and the projectile will just stick to the ground, but it definitely won't explode.