CheckProximity and picked up items

Forum rules
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.

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: CheckProximity and picked up items

Re: CheckProximity and picked up items

by Graf Zahl » Wed Jul 11, 2018 9:50 am

That looks correct.

Re: CheckProximity and picked up items

by _mental_ » Wed Jul 11, 2018 8:27 am

I think it should be fixed like this. Made a pull request just to be sure.

Re: CheckProximity and picked up items

by Graf Zahl » Mon Jul 09, 2018 12:19 pm

A function that scans the map for items should never pick an owned item. Any theoretical mod depending on such a quirk has to be considered broken.

Re: CheckProximity and picked up items

by Matt » Mon Jul 09, 2018 12:11 am

Could there be an option to skip all actors that have an owner / don't have a physical body in the playsim?

(Or maybe not even make it an option - are there any mods that deliberately take advantage of this behaviour?)

Re: CheckProximity and picked up items

by jdagenet » Sun Jul 08, 2018 10:33 am

I see. Would there be any sort of work around currently that can mediate this problem? Something similar to CheckProximity or a custom ACS function perhaps?

Re: CheckProximity and picked up items

by _mental_ » Sun Jul 08, 2018 6:09 am

CheckProximity() iterates on thinkers, not only on remaining level items. For historical reasons position of actor isn't changed when weapon is picked up. That's why it is found by proximity test.
Of course it's not a big deal to set position after pickup to some very large (or very small) value outside of level bound. Unfortunately it's quite hard to predict what side effects it may or may not cause.

CheckProximity and picked up items

by jdagenet » Sat Jul 07, 2018 11:25 pm

CheckProximity still detects some items such as weapons and ammo even after they're picked up. For weapons specifically, it appears that for any weapon that is present in the map once it loads is prone to this, but any that are summoned within the level appear to function as intended.
From what I've tested, items such as health, armor, and most ammo types appear to be unaffected by this though I was getting some strange results involving the Shotgun Shells ammo pickup.

I've attached a file to load up that performs a check for any nearby Shotguns in the map.
Attachments
checkprox_test.pk3
(992 Bytes) Downloaded 32 times

Top