Notes |
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Does ZDoom behave the same?
Does it matter if the killed player respawns before the rocket hits the object? |
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(0001649)
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Blzut3
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2011-05-17 00:47
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Haven't tested ZDoom yet.
The answer to the second question should be no since it seems to be noticed most when it happens for the last point in a match. (No time to respawn.) And I'm pretty sure our tests last night didn't involve respawning.
That said in my failed monster based tests it seems like it should work even if the player respawns (playernumber() returns the correct player). This only "issue" there is the dead player loses it's TID. That's unrelated to this problem though. |
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I had Skulltag's code that reassigns projectiles to their shooter after the shooter respawns in mind. This code doesn't do anything though before the player respawns, so it can't be the culprit then. |
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(0001651)
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Blzut3
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2011-05-17 01:00
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Decay just ran some more tests with Skulltag. Apparently by respawning before the rocket hits the point goes to the proper player. If you don't respawn the bug happens.
Still working on a test for ZDoom. |
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(0001655)
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Blzut3
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2011-05-17 01:42
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Hmm. I can't get the issue to happen with ZDoom, nor can I get the issue to happen with my stripped down test wad even in Skulltag. This lead me to believe it might have something to do with the designated teams stuff, but it seems unlikely (since we're not using the friendly flag). Anyhow we'll have to do more tests later. |
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(0001662)
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Blzut3
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2011-05-17 20:26
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Torr, I uploaded a r3216 demo showing the bug followed by showing the script working properly. I believe you already have the overload mod correct? |
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> I believe you already have the overload mod correct?
I have revision 99. Is this the correct one? |
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(0001666)
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Blzut3
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2011-05-18 00:14
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Ok, I see the effect in the demo. Unfortunately the demo doesn't allow to debug this since all the decisions, i.e. who is whose target, were already made by the server during the recording.
I think in order to debug this we need a minimal example wad that is compatible with ZDoom. |
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(0001691)
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Blzut3
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2011-05-19 19:18
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Found the user error. The player activates a things special when it kills the thing, not the thing itself (as would be the case if ACS_Execute is called in the death state). SetActivatorToTarget(0) fails to change the activator if the activator has no target (alive) which gave it the appearance that it worked. |
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