MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000486 | Zandronum | [All Projects] Bug | public | 2011-06-04 11:53 | 2015-09-01 20:54 |
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Reporter | unknownna | |
Assigned To | | |
Priority | normal | Severity | minor | Reproducibility | sometimes |
Status | closed | Resolution | unable to reproduce | |
Platform | | OS | | OS Version | |
Product Version | 1.0 | |
Target Version | | Fixed in Version | | |
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Summary | 0000486: Stronghold sentry turrets get stuck in the "Missile" state |
Description | I noticed that whenever a wave would end, I'd see some sentry turrets stuck in the "Missile" state. I didn't notice this issue in 98d. |
Steps To Reproduce | |
Additional Information | actor Sentry 12856
{
//$Category Stronghold_Marines
mass 9999999999
damagefactor "overmindfactor", 10
radius 16
height 16
health 300
maxstepheight 512
maxdropoffheight 512
-solid
+shootable
+noblood
+friendly
+lookallaround
+missilemore
+missileevenmore
+NORADIUSDMG
speed 0
states
{
spawn:
DGUN A 4 a_look
loop
see:
DGUN A 4 A_chase
loop
missile:
DGUN A 4 A_facetarget
DGUN B 4 A_custommissile("SentryPlasma", 16, -10, 0)
DGUN C 4 A_custommissile("SentryPlasma", 16, 10, 0)
DGUN A 7 A_CPosRefire //was A 4
loop
death:
TNT1 A 4
stop
}
} |
Tags | No tags attached. |
Relationships | |
Attached Files | Screenshot_Doom_20110601_044640.jpg (25,406) 2011-06-04 11:53 /tracker/file_download.php?file_id=361&type=bug

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Issue History |
Date Modified | Username | Field | Change |
2011-06-04 11:53 | unknownna | New Issue | |
2011-06-04 11:53 | unknownna | File Added: Screenshot_Doom_20110601_044640.jpg | |
2011-06-13 11:29 | Torr Samaho | Note Added: 0001788 | |
2011-06-13 11:30 | Torr Samaho | Status | new => feedback |
2011-06-15 02:22 | unknownna | Note Added: 0001804 | |
2011-06-15 02:22 | unknownna | Status | feedback => new |
2011-06-25 21:39 | the damager | Note Added: 0001814 | |
2011-07-06 00:54 | Dark-Assassin | Note Added: 0001827 | |
2011-07-10 20:31 | Torr Samaho | Note Added: 0001857 | |
2011-07-10 20:31 | Torr Samaho | Status | new => feedback |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2015-09-01 20:54 | Dusk | Note Added: 0013374 | |
2015-09-01 20:54 | Dusk | Status | feedback => closed |
2015-09-01 20:54 | Dusk | Resolution | open => unable to reproduce |
Notes |
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Does it only happen online or also offline?
> I didn't notice this issue in 98d.
Are you sure that it works properly in 98d? |
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> Does it only happen online or also offline?
It should only happen online.
> Are you sure that it works properly in 98d?
Here are the results after a few tests:
98d
Offline: OK
Online: OK
98e-3261M
Offline: OK
Online: Bug (1st wave) |
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Mod is for gzdoom not skulltag. |
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Doesn't make a difference.
If it works, it works. If it wasn't supposed to, skulltag wouldn't load it. |
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Does anybody know a foolproof way to reproduce this? Even better would be a minimal example wad. |
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(0013374)
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Dusk
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2015-09-01 20:54
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Doesn't seem to happen anymore.
If I had to guess, the rewrite of FindStateLabelAndOffset fixed this. |
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