[2.0.5.2508] Bug : Projectile changes flags upon being shot

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Expand view Topic review: [2.0.5.2508] Bug : Projectile changes flags upon being shot

Re: [2.0.5.2508] Bug : Projectile changes flags upon being s

by Graf Zahl » Sat Jun 16, 2012 5:15 pm

The damaging code doesn't care if the actor being hit is a projectile.

Re: [2.0.5.2508] Bug : Projectile changes flags upon being s

by XutaWoo » Sat Jun 16, 2012 4:08 pm

Don't projectiles not care about damage types? I thought that when a projectile hit another, they just blew up.

Re: [2.0.5.2508] Bug : Projectile changes flags upon being s

by Graf Zahl » Sat Jun 16, 2012 2:45 am

Works fine with r3692.

[2.0.5.2508] Bug : Projectile changes flags upon being shot

by Spottswoode » Fri Jun 15, 2012 5:03 pm

I'm not entirely sure this is a bug, but while attempting to create combining to projectiles I happen to notice that when the projectiles collided only one died and the other phased through actors and exploding on the wall.
Spoiler: Youtube video for bug
I have fixed the code to detonate two DoomImpBalls when they collide into each other but firing into it still causes it to pass through actors.
Test.wad
Test file. Summon TestImp and fire into the oncoming projectile.
(1.56 KiB) Downloaded 25 times

Code: Select all

Actor TestPlayer : DoomPlayer
{
Health 10000
Player.Startitem "TestPistol"
Player.Startitem "Clip", 1000
Player.WeaponSlot 2, "TestPistol"
}



Actor TestPistol : Pistol replaces Pistol
{
States
{ 
Fire:
 PISG A 4
    PISG B 6 A_FireCustomMissile ("DoomImpBall2")
    PISG C 4
    PISG B 5 A_ReFire
    Goto Ready
}
}

actor TestImp : DoomImp replaces DoomImp
{
+MISSILEMORE
+MISSILEEVENMORE
States
{
Missile:
TROO EF 8 A_FaceTarget
TROO G 6 A_CustomMissile ("DoomImpBall2")
Goto See
}
}


actor DoomImpBall2 : BaronBall replaces DoomImpBall
{
  Game Doom
  SpawnID 10
  Radius 6
  Height 8
  Speed 10
  Health 3
  DamageFactor 0
  DamageFactor Fire, 100
  FastSpeed 20
  Damage 3
  DamageType "Fire"
  Projectile
  +RANDOMIZE
  +SHOOTABLE
  +NOBLOOD
  -NOBLOCKMAP
  RenderStyle Add
  Alpha 1
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    BAL1 AB 1 bright
    loop
  Death:
    TNT1 A 0 A_Explode (3, 12, 0)
    BAL1 CDE 1 bright
    TNT1 A 0 A_ChangeFlag ("SHOOTABLE", false)
    stop
Death.Imp:
    TNT1 A 0 A_ChangeFlag ("NOBLOCKMAP", true)
    TNT1 A 1 A_SpawnItemEx ("SuperImpBall", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    BAL1 CDE 1 bright
    stop
  }
}

Actor SuperImpBall : BaronBall
{
Speed 50
Damage 30
DamageFactor 0
Translation Ice
Projectile
+PUFFGETSOWNER
-SHOOTABLE
States
{
   Death:
    PUFF A 4 bright
    PUFF B 4 A_Explode (10000, 10000, 1)
    stop
    
}
}

I'm pretty sure that projectiles just plain don't have custom death states, however, that would not explain why they fly through actors. I also note that projectiles were not intended to do this, so I reiterate I'm not entirely sure if this is a bug or not.

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