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[BUG FIXED] Floating Nails


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 Post subject: Floating Nails
PostPosted: 01 May 2012, 22:48 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
If you fire the nailgun at large objects such as the palm tree or moveable sectors such as a lift or door you will be left with nails floating in mid-air which looks really naff. It's a shame because it's a cool idea to see nails imbedded in the wall.

Standard bullet puffs, while not as exciting would probably be the best way to prevent this happening.


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 Post subject: Re: Floating Nails
PostPosted: 02 May 2012, 05:13 
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Revenant  i am a xaser
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Joined: 10 Jun 2010, 05:51
Posts: 554
I'm currently at a loss for how to do this while keeping the stuck nails, since things like trees are solid but non-shootable (meaning only the projectile's standard Death state will ever be called). I wonder if there's some sort of reliable way to check if the actor's still attached to a wall or something and fall off if it's not.

Hmm, maybe I can spawn an actor with +THRUACTORS and see if it's stuck on something...


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 Post subject: Re: Floating Nails
PostPosted: 02 May 2012, 12:06 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1543
Also, solving the problem with trees still wouldn't address the nails floating in the void after opening a door (normal or polyobject) or lowering a lift.
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: Floating Nails
PostPosted: 06 May 2012, 18:10 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4269
Location: Germany
As nails are now disappearing after some time, this can be considered as... well, semi-fixed


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