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[BUG FIXED] Projectiles get stuck


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 Post subject: Projectiles get stuck
PostPosted: 26 May 2012, 09:29 
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I noticed that the projectiles of the gatekeepers get stuck in palmtrees for some strange reason,


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 Post subject: Re: Projectiles get stuck
PostPosted: 03 Jun 2012, 04:31 
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Revenant  i am a xaser
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This is probably a ZDoom bug. All I can think of is that the combo of RIPPER + HEXENBOUNCE is causing something to botch.


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 Post subject: Re: Projectiles get stuck
PostPosted: 05 Jun 2012, 09:16 
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Why has this been tagged as fixed? Is it really fixed, or just closed as a ZDoom issue with no action taken?
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: Projectiles get stuck
PostPosted: 05 Jun 2012, 10:07 
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Closed as ZDoom issue


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 Post subject: Re: Projectiles get stuck
PostPosted: 24 Jun 2012, 15:40 
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Reopening that one because it still happens and it's unlikely to be addressed ZDoom-side.

So, how to fix this on our side? Here are a couple possible easy solutions:
  • [wiki=Actor_properties#BounceCount]BounceCount[/wiki]. Give it 12 bounces or something, should be plenty enough.
  • A_Countdown can break a loop in which it is inserted


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 Post subject: Re: Projectiles get stuck
PostPosted: 24 Jun 2012, 18:01 
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Revenant  i am a xaser
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It does have BounceCount set. For whatever reason, getting stuck in the tree will refuse to decrement the count despite clearly attempting to bounce repeatedly.

An A_CountDown loop could be introduced to prevent it from sticking forever, but it still wouldn't prevent it from occurring in the first place, which is hella weird.


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 Post subject: Re: Projectiles get stuck
PostPosted: 24 Jun 2012, 20:52 
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Hades Elemental  Hades Elemental
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Maybe a velocity check would do?


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 Post subject: Re: Projectiles get stuck
PostPosted: 27 Jun 2012, 01:40 
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Revenant  i am a xaser
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Aha! Figured out what the problem was. The stuck projectiles were caused by AoD pipebombs impacting trees. I noticed the bombs were still using A_CustomMissile to spawn the sub-munitions, so a quick switch to A_SpawnItemEx did the trick. :)


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