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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000450 | Zandronum | [All Projects] Bug | public | 2011-05-16 23:57 | 2018-09-30 22:50 | ||||
Reporter | Blzut3 | ||||||||
Assigned To | Blzut3 | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | no change required | ||||||
Platform | Linux | OS | Ubuntu | OS Version | 10.04 x86 | ||||
Product Version | 1.0 | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000450: SetActivatorToTarget Error | ||||||||
Description | For a mod I have an thing to upon death execute a script which calls SetActivatorToTarget(0). This thing should only be destructible by a player and thus SetActivatorToTarget should set the activator to the player that destroyed the object. However, if the object was destroyed by a projectile (confirmed for a rocket any ways), and another player on a different team kills the player that fired the rocket before the rocket hits the object. The activator will change to the killer instead of the owner of the rocket. Upon further investigation, it seems this only happens when a player is the killer since I could not reproduce it with monsters (or even having a monster kill me). | ||||||||
Attached Files | ![]() | ||||||||
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Torr Samaho (administrator) 2011-05-17 00:11 |
Does ZDoom behave the same? Does it matter if the killed player respawns before the rocket hits the object? |
Blzut3 (administrator) 2011-05-17 00:47 |
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. |
Torr Samaho (administrator) 2011-05-17 00:55 |
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. |
Blzut3 (administrator) 2011-05-17 01:00 |
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. |
Blzut3 (administrator) 2011-05-17 01:42 |
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. |
Blzut3 (administrator) 2011-05-17 20:26 |
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? |
Torr Samaho (administrator) 2011-05-18 00:04 |
> I believe you already have the overload mod correct? I have revision 99. Is this the correct one? |
Blzut3 (administrator) 2011-05-18 00:14 |
Yes |
Torr Samaho (administrator) 2011-05-18 01:07 |
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. |
Blzut3 (administrator) 2011-05-19 19:18 |
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. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2011-05-16 23:57 | Blzut3 | New Issue | |
2011-05-17 00:11 | Torr Samaho | Note Added: 0001648 | |
2011-05-17 00:47 | Blzut3 | Note Added: 0001649 | |
2011-05-17 00:55 | Torr Samaho | Note Added: 0001650 | |
2011-05-17 01:00 | Blzut3 | Note Added: 0001651 | |
2011-05-17 01:42 | Blzut3 | Note Added: 0001655 | |
2011-05-17 20:24 | Blzut3 | File Added: targetbug.7z | |
2011-05-17 20:26 | Blzut3 | Note Added: 0001662 | |
2011-05-18 00:04 | Torr Samaho | Note Added: 0001665 | |
2011-05-18 00:14 | Blzut3 | Note Added: 0001666 | |
2011-05-18 01:07 | Torr Samaho | Note Added: 0001670 | |
2011-05-19 19:18 | Blzut3 | Note Added: 0001691 | |
2011-05-19 19:18 | Blzut3 | Status | new => resolved |
2011-05-19 19:18 | Blzut3 | Resolution | open => no change required |
2011-05-19 19:18 | Blzut3 | Assigned To | => Blzut3 |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2018-09-30 22:50 | Blzut3 | Status | resolved => closed |
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