FastProjectiles Don't Die?

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Expand view Topic review: FastProjectiles Don't Die?

Re: FastProjectiles Don't Die?

by Graf Zahl » Fri Mar 19, 2010 1:27 am

Again this all important qote comes into play:
Graf Zahl wrote: But FastProjectiles have significantly simplified movement code so their feature set is somewhat limited.

Re: FastProjectiles Don't Die?

by NeuralStunner » Thu Mar 18, 2010 6:56 pm

Ichor wrote:They never did that, even in original Hexen.
And I'd thought that was what +DONTREFLECT was for.

Re: FastProjectiles Don't Die?

by Ichor » Thu Mar 18, 2010 6:42 pm

NeuralStunner wrote:Apparently they won't reflect from Invulerable/Reflective Actors either. (So my "real bullets" are pointless anyways, as that's why I wanted them as projectiles...) :(
They never did that, even in original Hexen.

Re: FastProjectiles Don't Die?

by NeuralStunner » Thu Mar 18, 2010 5:16 pm

Apparently they won't reflect from Invulerable/Reflective Actors either. (So my "real bullets" are pointless anyways, as that's why I wanted them as projectiles...) :(

Re: FastProjectiles Don't Die?

by Spleen » Mon Mar 15, 2010 12:11 am

Big-Boss wrote:In my own project I use FastProjectile for almost every weapon projectile (5 out of the 7 weapons are laser based) and I do not encounter this problem (however I use GZDoom, not sure if that makes a difference). All of my laser projectiles die on all walls with speeds of 150+. Infact, one weapon, the Proton Cannon, uses projectile speeds of 196. I am unknowing :?
The glitch occurs if you make a FastProjectile that changes its velocity in its death state. if you don't do anything unusual in the death state, then it will be fine.

Re: FastProjectiles Don't Die?

by Big-Boss » Sun Mar 14, 2010 9:37 pm

In my own project I use FastProjectile for almost every weapon projectile (5 out of the 7 weapons are laser based) and I do not encounter this problem (however I use GZDoom, not sure if that makes a difference). All of my laser projectiles die on all walls with speeds of 150+. Infact, one weapon, the Proton Cannon, uses projectile speeds of 196. I am unknowing :?

Re: FastProjectiles Don't Die?

by NeuralStunner » Sun Mar 14, 2010 12:18 pm

ZDG wrote:FastProjectile Class is supposed to be used for projectiles with speed higher than 125 (or 150). If you use a speed param under these, it WILL be buggy.
Around 128 or more seems to keep them from exploding beyond south/west walls. (Which, considering that number, may have to do with the [wiki=BLOCKMAP]BlockMap[/wiki].)
Graf Zahl wrote:But FastProjectiles have significantly simplified movement code so their feature set is somewhat limited.
Yeah, I've noticed they make poor floorhuggers. At least they make good seekers!

Re: FastProjectiles Don't Die?

by Graf Zahl » Sun Mar 14, 2010 9:18 am

That's not correct.

But FastProjectiles have significantly simplified movement code so their feature set is somewhat limited.

Re: FastProjectiles Don't Die?

by ZDG » Sun Mar 14, 2010 9:10 am

FastProjectile Class is supposed to be used for projectiles with speed higher than 125 (or 150). If you use a speed param under these, it WILL be buggy.

Re: FastProjectiles Don't Die?

by Spleen » Sun Feb 14, 2010 11:14 am

I'm guessing this is yet another limitation of the FastProjectile code - maybe it's not equipped to handle velocity alterations after death. If I understand correctly, a regular projectile loses its MISSILE status after it dies, but the FastProjectile thinker code is so simplified that it ignores that fact. I'd spawn a second actor after death to act as a puff, instead of messing with the fast projectile too much.

FastProjectiles Don't Die?

by NeuralStunner » Mon Feb 01, 2010 10:03 pm

It appears FastProjectile classes don't actually die (become inactive) like standard projectiles do when they hit geometry, but only stop.

- Load up the attached wad, start a game, and give yourself all weapons, and.
- Switch to slot 8. This is a pistol clone that fires a FastProjectile bullet (with Speed 32, which is slow, but I wanted stable collision).
- Look at the ceiling and fire. The A_ChangeVelocity pointer in the TestBullet's Death state (used to make the "puff" rise) causes the missile to continually hit the ceiling, causing a cacophony ( ;) ) of noise.
- Now switch to slot 9. This is an identical pistol, except it fires a second type of pseudo-bullet which is a regular projectile. This missile dies only once against the ceiling, as expected.

(Once again, I checked all the way back to r1727 - this bug was present then as well.)

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