Autoaim in player menu keeps turning on.

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Xanirus
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Joined: Thu Jan 27, 2011 1:43 am

Autoaim in player menu keeps turning on.

Post by Xanirus »

I don't know if this is related to a particular mod or not (in my case, Doom Rising) but for some reason my autoaim randomly keeps turning on with no coherent pattern. I have autoaim set to "never" in the player menu, and smart aiming in the gameplay menu to "off." Even the .ini autoaim flags are set to "0." It doesn't seem apparent with bullet/shell weapons or weapons that have instantaneous projectiles, but once in a while if I ever use a grenade type of weapon or anything that shoots actor projectiles like a rocket launcher (haven't seen it with plasma gun yet) I'll notice it sticks to something. I'll look in the player menu and it's back to "ALWAYS." I'll turn it off, save the game, several times, and all is well. If I die, or the game loads a save or the next level, it seems to turn right back to ALWAYS about 80% of the time.

Update-
Seems to of switched from OFF to ALWAYS the minute I switched to said a grenade. Turned it off, tried saving, reloading after the fact, stayed off. Shut GZDoom entirely and restarted the same save, still off. Don't see a pattern here....I'd use those autoaim flags per weapon slot commands that I saw somewhere on the wiki, but just because it's staying off, and it will probably turn back on at some point for whatever reason again....
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wildweasel
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Re: Autoaim in player menu keeps turning on.

Post by wildweasel »

This kind of sounds like a dumb question, but are you sure you're actually using GZDoom, or is it Skulltag instead? Doesn't Skulltag have the ability to set console commands through scripts? (It would still help, though, if you could post exactly which zdoom version you're running...)

I have no idea what else the problem could be, but I'm sure the Skulltag thing isn't the only possibility.
Xanirus
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Re: Autoaim in player menu keeps turning on.

Post by Xanirus »

It's actually GZDoomSVN, v.1178. Don't know if you support that here, my bad if you don't. Just checked the site out now, it's already outdated, dang. Didn't realize it updates that fast. But the mod I'm using isn't that new.

Just saw it happen again, this time with rocket launcher. Was set to OFF before, but even within the same level/map, between a combination of reloading and savings it kicked back to ALWAYS again.

And you're the creator of Diaz right? I think I've seen the same thing with Diaz grenades (the current beta of version 3), but it's not as common....I think. The last time I played DIaz was before I noticed this bug, I thought it was just me not changing it myself.

I have however been dipping into the .wads though with SLADE, mostly with Doom Rising, a few guns with Diaz, but all I've been changing was gun sound effects, damage, reload speeds, ROF, etc, nothing to do with aiming or the core mod. I didn't even touch the grenades or rocket launchers.

What I was looking at was apparently just flags that are written into the script of the weapon itself, not console commands. I'll try to see if any mods or vanilla Doom does this.

Update:
Blargh. Vanilla Doom is fine. Diaz doesn't seem to do this anymore, ever since I changed it back to OFF. But Doom Rising....!$!%!##!
Blue Shadow
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Re: Autoaim in player menu keeps turning on.

Post by Blue Shadow »

Do you have a link for the mod?
Xanirus
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Re: Autoaim in player menu keeps turning on.

Post by Xanirus »

http://forum.zdoom.org/viewtopic.php?f=19&t=26302

Seem to of found a more specific cause. It seems to turn on as soon as you aim/fire on a specific type of monster. Once you turn it off after that point, it seems to stay off until you encounter a new monster that...."flags" the autoaim on. I can only guess that all this resets if you start a new game as well, making you have to turn it all off again.

I found this flag, +WEAPON.NOAUTOAIM, on the ZDoom wiki. "A weapon with that flag will not adjust the aim of an attack, no matter the player's autoaim settings. This is intended to be used only for projectiles affected by gravity, such as grenades, where the player will usually want to aim higher than in a straight line, though it does also affect hitscan and railgun attacks. "

http://zdoom.org/wiki/Actor_flags#WEAPON.NOAUTOAIM

I'm thinking of just putting this in. Does the location of this command matter? Like the very top of the script?

Here's the code for the rocket launcher.
Spoiler:
And here's the code for the grenades.
Spoiler:
Update: Putting the flag in didn't matter. I know I'm typing it correctly, because it's giving me an uknown flag error if it's not. (Even though for some reason the AMMO_OPTIONAL flag in those scripts is written different in the Wiki. I figured putting the autoaim flag there was the proper place to put it, but I see no difference. I can't tell if I'm putting it in the wrong place or it's just not working, I'm no advanced coder.) However, I'm almost positive it's the particular level WAD I'm playing, (Doom 2 Reloaded) not the gameplay WAD itself. I just tried Vanilla Doom with Doom Rising, purposely missing enemies that were causing problems with rockets and grenades....and they all missed like it should of. I"m going to try and put back D2RELOADED.WAD back in, but this time put it in the top of the load order (with ZDL) and instead have the Doom Rising wads on the bottom.
Xanirus
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Re: Autoaim in player menu keeps turning on.

Post by Xanirus »

If anyone is actually still trying to figure this out, I think the solution was none of what I mentioned. I completly forgot about the third autoaim option, found in gameplay settings. The player settings autoaim option still changes back to "always" like a stubborn ox, but the gameplay autoaim option seems to override any mysterious changes elsewhere, so it doesn't matter.
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randi
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Re: Autoaim in player menu keeps turning on.

Post by randi »

Xanirus wrote:It seems to turn on as soon as you aim/fire on a specific type of monster.
I realize this is about a year late, but which type of monster?
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randi
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Re: Autoaim in player menu keeps turning on.

Post by randi »

Closed due to lack of response (not that I'm really surprised, since it's been a year).
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