Floor Hugger Projectiles

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fr blood
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Floor Hugger Projectiles

#1

Post by fr blood » Sat Sep 12, 2015 7:52 am

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.

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RE: Floor Hugger Projectiles

#2

Post by ZzZombo » Sun Sep 13, 2015 8:00 am

I didn't see such a thing. I'd like to see your missile code.
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RE: Floor Hugger Projectiles

#3

Post by fr blood » Sun Sep 13, 2015 2:48 pm

Then you didn't check them at all, I saw this happening on any mods using it(Armageddon Invasion, Complex Doom, ...).

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RE: Floor Hugger Projectiles

#4

Post by Cruduxy » Tue Sep 15, 2015 12:06 pm

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.
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RE: Floor Hugger Projectiles

#5

Post by ZzZombo » Tue Sep 15, 2015 1:05 pm

The source code has nothing to do with huggers colliding with items, or any other actors to make them stop.
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RE: Floor Hugger Projectiles

#6

Post by fr blood » Tue Sep 15, 2015 3:04 pm

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.

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RE: Floor Hugger Projectiles

#7

Post by SwordGrunt » Tue Sep 15, 2015 5:18 pm

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

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RE: Floor Hugger Projectiles

#8

Post by Ivan » Tue Sep 15, 2015 5:35 pm

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.
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RE: Floor Hugger Projectiles

#9

Post by Slim » Tue Sep 15, 2015 6:41 pm

Then this confirms that it's just the Hellsmith.
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RE: Floor Hugger Projectiles

#10

Post by fr blood » Tue Sep 15, 2015 7:50 pm

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.

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RE: Floor Hugger Projectiles

#11

Post by SwordGrunt » Tue Sep 15, 2015 8:07 pm

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.

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RE: Floor Hugger Projectiles

#12

Post by Ænima » Tue Sep 15, 2015 8:11 pm

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.
Last edited by Ænima on Tue Sep 15, 2015 8:14 pm, edited 1 time in total.
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RE: Floor Hugger Projectiles

#13

Post by ZzZombo » Tue Sep 15, 2015 10:53 pm

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.
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RE: Floor Hugger Projectiles

#14

Post by fr blood » Wed Sep 16, 2015 7:08 am

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.

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RE: Floor Hugger Projectiles

#15

Post by Frits » Wed Sep 16, 2015 10:12 am

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
  }
}
Last edited by Frits on Wed Sep 16, 2015 10:14 am, edited 1 time in total.

Code: Select all

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RE: Floor Hugger Projectiles

#16

Post by ZzZombo » Wed Sep 16, 2015 11:06 am

Are you sure it doesn't vanish just because of A_Countdown()?
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RE: Floor Hugger Projectiles

#17

Post by fr blood » Wed Sep 16, 2015 1:56 pm

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.

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RE: Floor Hugger Projectiles

#18

Post by Ænima » Wed Sep 16, 2015 2:10 pm

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.
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RE: Floor Hugger Projectiles

#19

Post by fr blood » Wed Sep 16, 2015 2:36 pm

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.

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