Page 1 of 1
A_Fire projectile defective
Posted: Wed Apr 29, 2015 1:19 am
by Seiat
Got a projectile issue here. This fast projectile calls A_Fire multiple times so that a player can mimic the archvile's flame attack without calling monster functions in the weapon. However, it doesn't lock on to players on a direct hit as it used to, rendering it useless. I have confirmed this projectile functions correctly in earlier versions of Zan (v1.0 - v1.2.2)
The projectile does not work as intended in v1.3 or v2.0, both offline and online.
Spoiler: Projectile Decorate (Open)ACTOR Flamer1 : FastProjectile
{
Height 2
Radius 2
speed 500
Renderstyle Add
obituary "%o was set on fire by %k"
projectile
+SEEKERMISSILE
+FORCERADIUSDMG
states
{
Spawn:
TNT1 A 1 A_Fire(22)
loop
Death:
FIRE A 0 A_PlaySoundEx("vile/firestrt","Voice")
FIRE ABAB 2 bright A_Fire(22)
FIRE A 0 A_PlaySoundEx("vile/firecrkl","Voice")
FIRE CBCBCDCDCDEDED 2 bright A_Fire(22)
FIRE A 0 A_PlaySoundEx("vile/firecrkl","Voice")
FIRE EFEFEFGHGHGH 2 bright A_Fire(22)
FIRE A 0 A_playsound ("weapons/rocklx")
TNT1 A 1 A_Explode(more variables, you get the picture)
Stop
}
}
Note: The only reason a height variable is called is so that running up a slope doesn't cause the vile flame to collide with the floor (forcing it back to the beginning of it's death state over and over)
RE: A_Fire projectile defective
Posted: Sun May 31, 2015 11:20 pm
by Seiat
I figured this one out. The weapon that shoots this projectile had the +WEAPON.NOAUTOAIM flag. Using A_Fire in a custom shootable projectile requires the +SEEKERMISSILE flag to function properly... essentially A_Fire seems to behave kind of similar to A_SeekerMissile when it's used this way.
I saw that horizontal autoaim with projectiles had been disabled with the +WEAPON.NOAUTOAIM flag in Zan 1.3's version history, but I wasn't aware that meant it would disable a projectile's seeking abilities. Whether or not that fix is even related, the flag impacts A_SeekerMissile projectiles as well. I should have included the weapon code here, so that it was actually possible to point this out.
So in conclusion... don't use the +WEAPON.NOAUTOAIM flag with a weapon that fires homing projectiles, or they won't work.