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Floor Hugger Projectiles

Posted: Sat Sep 12, 2015 7:52 am
by fr blood
Hellow guys, I guess you all already see floor hugger projectiles being blocked by anything even items like ammunition of health, so I wanted to know if it was a bug from Zandronum/Zdoom or if this flag is supposed to works that way.

Thanks.

RE: Floor Hugger Projectiles

Posted: Sun Sep 13, 2015 8:00 am
by ZzZombo
I didn't see such a thing. I'd like to see your missile code.

RE: Floor Hugger Projectiles

Posted: Sun Sep 13, 2015 2:48 pm
by fr blood
Then you didn't check them at all, I saw this happening on any mods using it(Armageddon Invasion, Complex Doom, ...).

RE: Floor Hugger Projectiles

Posted: Tue Sep 15, 2015 12:06 pm
by Cruduxy
Tested it with heretic minotaur trail attack and their attacks passed items normally. Either the items have flags they shouldn't have or the projectiles do.

RE: Floor Hugger Projectiles

Posted: Tue Sep 15, 2015 1:05 pm
by ZzZombo
The source code has nothing to do with huggers colliding with items, or any other actors to make them stop.

RE: Floor Hugger Projectiles

Posted: Tue Sep 15, 2015 3:04 pm
by fr blood
That's strange it keeps happening to me.

Go on Armageddon invasion, summon the HellSmith boss and a stimpack between you and him wait for him to do his floor hugger attack and you will see that the stimpack will stop it.

RE: Floor Hugger Projectiles

Posted: Tue Sep 15, 2015 5:18 pm
by SwordGrunt
Then either his attack is coded wrong, or the stimpack is coded wrong.

Go on Heretic, summon the Maulotaur and see if the same thing happens. Doesn't to me

RE: Floor Hugger Projectiles

Posted: Tue Sep 15, 2015 5:35 pm
by Ivan
Quoting Zdoom Wiki: "Defines a projectile that is moving along the floor. Floor hugging projectiles pass over all obstacles until they hit a solid wall (not a raised floor)." This should answer your question.

RE: Floor Hugger Projectiles

Posted: Tue Sep 15, 2015 6:41 pm
by Slim
Then this confirms that it's just the Hellsmith.

RE: Floor Hugger Projectiles

Posted: Tue Sep 15, 2015 7:50 pm
by fr blood
Slim wrote: Then this confirms that it's just the Hellsmith.
Nope it also happened with the Diabolist on both Armageddon and Delta Invasion mods, even with the dreadnought one of their final boss, the problem seems to come from their coding that is very old compare to a recent mode like complex doom where it worked fine.

RE: Floor Hugger Projectiles

Posted: Tue Sep 15, 2015 8:07 pm
by SwordGrunt
Only if they messed with collision flags to get fancy "projectile blocking". Usually isn't a good idea to fuck with projectile collision. You know it's not the floorhugger, it's whatever else they did on the projectile that may be bugged on itself or on its interaction with floorhugger. ZDoom codebase updating like 2.0's messes with a lot of stuff at once.

RE: Floor Hugger Projectiles

Posted: Tue Sep 15, 2015 8:11 pm
by Ænima
I'm pretty sure any projectile, floorhugger or not, won't collide with any other actor unless that actor is +SHOOTABLE or blocking.

In any case it's probably best to make a tracker ticket with a minimal example wad.

RE: Floor Hugger Projectiles

Posted: Tue Sep 15, 2015 10:53 pm
by ZzZombo
Ænima wrote: I'm pretty sure any projectile, floorhugger or not, won't collide with any other actor unless that actor is +SHOOTABLE or blocking.

In any case it's probably best to make a tracker ticket with a minimal example wad.
And that returns us the most important and the ONE question:
ZzZombo wrote: I didn't see such a thing. I'd like to see your missile code.
If only people listened to me?.. Maybe there were as well no wars on the Earth.

RE: Floor Hugger Projectiles

Posted: Wed Sep 16, 2015 7:08 am
by fr blood
Well I took this one from the diabolist on Delta Invasion:

Code: Select all

ACTOR DTracer
{
   Radius 5
   Height 5
   Speed 15
   ReactionTime 175
   Damage 10
   ExplosionDamage 64
   ExplosionRadius 64
   DamageType fire
   RenderStyle ADD
   Alpha 0.67
   PROJECTILE
   +SEEKERMISSILE
   +FLOORHUGGER
   +THRUGHOST
   -NOGRAVITY
   Obituary "%o got was set ablaze by a Diabloist."
   Seesound "weapons/diasht"
   DeathSound "weapons/firex3"   
   States
   {
   Spawn:
      NULL A 1 Bright A_SeekerMissile (10,15)
      NULL A 0 Bright A_Countdown
      NULL A 0 Bright A_CustomMissile("DTracerPuff",0,0,0,0)
      loop
   Death:
      FTRA K 4 Bright
      FTRA L 4 Bright A_Explode
      FTRA MNO 3 Bright
      stop
   }
}
To see something you can replace the sprites with the on of current Doom2.

RE: Floor Hugger Projectiles

Posted: Wed Sep 16, 2015 10:12 am
by Frits
I tried this and summoned some stimpacks in a room. The tracer attack goes through them when the zombieman shoots them at me.

Code: Select all

ACTOR DTracer
{
   Radius 5
   Height 5
   Speed 15
   ReactionTime 175
   Damage 10
   ExplosionDamage 64
   ExplosionRadius 64
   DamageType fire
   RenderStyle ADD
   Alpha 0.67
   PROJECTILE
   +SEEKERMISSILE
   +FLOORHUGGER
   +THRUGHOST
   -NOGRAVITY
   Obituary "%o got was set ablaze by a Diabloist."
   Seesound "weapons/diasht"
   DeathSound "weapons/firex3"   
   States
   {
   Spawn:
      TROO A 1 Bright A_SeekerMissile (10,15)
      TROO AB 1 Bright A_Countdown
      loop
   Death:
      TROO A 4 Bright
      TROO A 4 Bright A_Explode
      TROO BCD 3 Bright
      stop
   }
}

ACTOR DZombieMan
{
  Health 20
  Radius 20
  Height 56
  Speed 8
  PainChance 200
  Monster
  +FLOORCLIP
  SeeSound "grunt/sight"
  AttackSound "grunt/attack"
  PainSound "grunt/pain"
  DeathSound "grunt/death"
  ActiveSound "grunt/active"
  Obituary "$OB_ZOMBIE" // "%o was killed by a zombieman."
  DropItem "Clip"
  States
  {
  Spawn:
    POSS AB 10 A_Look
    Loop
  See:
    POSS AABBCCDD 4 A_Chase
    Loop
  Missile:
    POSS E 10 A_FaceTarget
    POSS F 8 A_CustomMissile("Dtracer",0)
    POSS E 8
    Goto See
  Pain:
    POSS G 3
    POSS G 3 A_Pain
    Goto See
  Death:
    POSS H 5
    POSS I 5 A_Scream
    POSS J 5 A_NoBlocking
    POSS K 5
    POSS L -1
    Stop
  XDeath:
    POSS M 5
    POSS N 5 A_XScream
    POSS O 5 A_NoBlocking
    POSS PQRST 5
    POSS U -1
    Stop
  Raise:
    POSS K 5
    POSS JIH 5
    Goto See
  }
}

RE: Floor Hugger Projectiles

Posted: Wed Sep 16, 2015 11:06 am
by ZzZombo
Are you sure it doesn't vanish just because of A_Countdown()?

RE: Floor Hugger Projectiles

Posted: Wed Sep 16, 2015 1:56 pm
by fr blood
Ok I've found the problem and it happens with any projectile using the floorhugger flag, the problem isn't from their code but from any map being in the invasion gameplay.

RE: Floor Hugger Projectiles

Posted: Wed Sep 16, 2015 2:10 pm
by Ænima
fr blood wrote: Ok I've found the problem and it happens with any projectile using the floorhugger flag, the problem isn't from their code but from any map being in the invasion gameplay.
Sounds like the spawners then.

RE: Floor Hugger Projectiles

Posted: Wed Sep 16, 2015 2:36 pm
by fr blood
Ænima wrote: Sounds like the spawners then.
Nope you can spawn any item on an invasion map without his spawner and you will see the result. I remember that the Invasion system used to be different compare to other gameplay.