Sectoraction doesn't recognize certain projectile types

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cocka
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Sectoraction doesn't recognize certain projectile types

Post by cocka »

Hi!

I've used this sectoraction object recently: [wiki]Classes:SecActHitCeil[/wiki] and set the DORMANT flag on it. But there are certain projectiles that won't activate the script assigned to the object. Why?

These are the [wiki]Classes:CFlameMissile[/wiki] and [wiki]Classes:MageWandMissile[/wiki]. I think the issue has something to do with the [wiki]Classes:FastProjectile[/wiki] but I don't understand how.

At the same time, these projectiles do activate scripts assigned to lines with "projectile bumps into" flag. :roll:
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Graf Zahl
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Re: Sectoraction doesn't recognize certain projectile types

Post by Graf Zahl »

The FastProjectiles use different movement logic so they do not execute all code that's being used for other actors. The linedef activation which works is done in common code.
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cocka
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Re: Sectoraction doesn't recognize certain projectile types

Post by cocka »

OK, but let's say you would like to activate a script when you shoot at the ceiling. How would you do that if the projectiles are MageWandMissiles?
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Re: Sectoraction doesn't recognize certain projectile types

Post by NeuralStunner »

Given that ZDoom' standard projectiles nowadays move in "steps" like FPs, the only thing preventing them from being useful at high speeds is that they complete a full XY movement before Z movement. If there were a way to perform both XY and Z in each step, they'd move just like FPs. Probably exposed as an actor flag (for compatibility purposes), and the base FastProjectile class would have this flag instead of being native. Then we'd be rid of the FP limitations altogether.

Granted I assume it's "not that simple".

The pared-down movement code is only really an efficiency concern when you're creating hundreds/thousands of projectiles at a time.
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Re: Sectoraction doesn't recognize certain projectile types

Post by Graf Zahl »

No, it's not that simple. They need completely different movement code to do that, that's what the FastProjectile class provides. And all those neat features need to be duplicated in that code...
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