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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003046||Zandronum||[All Projects] Bug||public||2017-03-28 20:52||2017-04-22 01:32|
|Status||closed||Resolution||no change required|
|Target Version||Fixed in Version|
|Summary||0003046: DamageFactors/Types are broken|
|Description||It appears at a certain point DamageFactors/Types stop working, though it is believed that there is some kind of internal limit as to how many factors you can have. Go over this limit and the factor is ignored.|
The said issue does not happen in 2.1.2.
|Steps To Reproduce||- Download the linked WAD file|
- Go to any map in Doom II
- Summon the actor "IonCannonBeaconArmed"
- Summon the actor "TimedC4Armed" very close to the actor above
- Wait several moments for the "TimedC4Armed" to disappear and you should see that the "IonCannonBeaconArmed" actor also faded out as well
|Additional Information||The "IonCannonBeaconArmed" actor has a DamageFactor of "Explosion" set to '0.0'. The "TimedC4Armed" actor has a DamageType of "Explosion".|
When the actor "TimedC4Armed" actor disappears, it's calling several A_Explode functions which kill the "IonCannonBeaconArmed" causing it to die and disappear when it should not.
|Attached Files||Zandro_DamageFactor_ExampleWAD.wad [^] (17,018 bytes) 2017-03-28 20:52|
edited on: 2017-03-30 21:47
I don't think this is to do with a limit to damagetypes as you can remove all of them except the relevant one here and the same problem will happen.
Making this actor not SHOOTABLE seems to fix the problem but I'm not sure why.
Edit: The actor seems to lose it's damage type on dying.
Edit2: Tried in the latest GZDoom and it still happens.
Removing the SHOOTABLE flag makes the object unable to take damage in the first place so that part seems like normal behavior.
So based on your testing it seems that DamageTypes aren't the issue, but whatever happens when the actor is classified as dead. Since this also happens in GZDoom it sounds like the issue originated from there and was simply ported to Zandronum.
Tried few times and always had issues. At some point will probably add it to my mod so there will be topic like with the bouncing projectiles.
I suspect brokenness.
This ticket can be closed as it was resolved over at the ZDoom bug tracker.
For anyone interested, here is the other ticket:https://mantis.zdoom.org/view.php?id=593 [^]
|According to Graf, A_Die lets the world kill the actor and removes the damage factor? I'll mark this appropriately then.|
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
|Supporters:||No one explicitly supports this issue yet.|
|Opponents:||No one explicitly opposes this issue yet.|
|2017-03-28 20:52||jdagenet||New Issue|
|2017-03-28 20:52||jdagenet||File Added: Zandro_DamageFactor_ExampleWAD.wad|
|2017-03-30 14:41||Cutman||Note Added: 0017068|
|2017-03-30 14:41||Cutman||Note Edited: 0017068||View Revisions|
|2017-03-30 21:36||Cutman||Note Edited: 0017068||View Revisions|
|2017-03-30 21:47||Cutman||Note Edited: 0017068||View Revisions|
|2017-03-30 23:50||jdagenet||Note Added: 0017071|
|2017-03-31 10:54||Filystea||Note Added: 0017072|
|2017-04-21 00:50||jdagenet||Note Added: 0017243|
|2017-04-22 01:32||Ru5tK1ng||Note Added: 0017246|
|2017-04-22 01:32||Ru5tK1ng||Status||new => closed|
|2017-04-22 01:32||Ru5tK1ng||Resolution||open => no change required|
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