[ACS] SpawnProjectile (ACS Function) work around

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Mr. Satan
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[ACS] SpawnProjectile (ACS Function) work around

#1

Post by Mr. Satan » Mon May 27, 2019 9:19 pm

Currently SpawnProjectile is slightly broken. When a player/monster uses it and is standing in a liquid it doesn't work. The possible work arounds I came up with it to have the player Spawn and item that spawns the item using A_SpawnProjectile, have the player spawn an item that calls a script that uses SpawnProjectile to spawn the item, or just use Spawn to spawn the item. The problem with Method A is I want to be able to use a generic item to spawn the item by sending a the name of the item as a string from ACS to it. I don't think this is possible. The problem with Method B is, it works but I can't get the angles to match up (I want the item to always spawn in front of the player). ¿Anyone know how to either do this or another method, that will allow me to anonymously spawn an item with some one being able to see what is being spawned?

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Empyre
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[ACS] Re: SpawnProjectile (ACS Function) work around

#2

Post by Empyre » Fri May 31, 2019 6:09 am

Maybe A_SpawnItemEx would do the trick.
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Ivan
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[ACS] Re: SpawnProjectile (ACS Function) work around

#3

Post by Ivan » Fri May 31, 2019 3:55 pm

You can work around this by moving the source actor up by +16.0, spawning the projectile, then immediately lowering them by 16.0. This works offline and online.
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Mr. Satan
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[ACS] Re: SpawnProjectile (ACS Function) work around

#4

Post by Mr. Satan » Sun Jun 09, 2019 4:44 am

That worked. ¿What about keeping it from failing when a player is too close to wall, front and back?

Mr. Satan
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[ACS] Re: SpawnProjectile (ACS Function) work around

#5

Post by Mr. Satan » Mon Jun 17, 2019 8:24 pm

Yeah this function is quite broken, using it in a NET game when the player is too close to a wall will cause it to spawn a ghost item, that cannot be picked up. Best to avoid it until it gets fixed.

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