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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000678 | Zandronum | [All Projects] Bug | public | 2012-02-17 13:10 | 2012-02-21 12:31 | ||||
Reporter | ZzZombo | ||||||||
Assigned To | |||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | no change required | ||||||
Platform | OS | OS Version | |||||||
Product Version | 98d | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000678: A_CustomMissile doesn't work in monsters if they haven't something to attack. | ||||||||
Description | I tried to create a monster which location is shown with a small green arrow which is attached via call to A_VileTarget. To make it work, I've created new projectile which upon spawning constantly calls A_VileTarget until the monster dies so the arrow is following the monster. I made a call to A_CustomMissile in monster Spawn state but nothing happens. I tried to guess what is wrong and noticed that monsters of this class which sees a player at level start appear to have the arrow but others don't. | ||||||||
Steps To Reproduce | Use this DECORATE code and run Skulltag: actor Pointer:ArchvileFire { RenderStyle Translucent Alpha 0.05 PROJECTILE// to allow it pass through walls +NOCLIP// to allow it pass through walls +NOINTERACTION// to allow it pass through walls +NOTIMEFREEZE States { Spawn: Death: ACCU A 17 BRIGHT ACCU A 10 stop } } actor PointerSpawner { PROJECTILE +NOTIMEFREEZE +SEEKERMISSILE +SERVERSIDEONLY States { Death: Spawn: TNT1 A 0 A_JumpIfInTargetInventory("killed",1,"XDeath") TNT1 A 1 A_VileTarget("BarrelPointer") loop XDeath: TNT1 A 35 stop } } actor Killed:Inventory {Inventory.maxamount 1} ACTOR AMonster:DoomImp { Mass 100 +PUSHABLE States { Spawn: TNT1 A 0 A_Jump(255,"Idle") TNT1 A 1 Thing_ChangeTID(0,632) TNT1 A 0 Thing_Hate(0,632,4) TNT1 A 0 A_LookEx(0,0,0,0,0,"See2") See2: TNT1 A 0 A_CustomMissile("PointerSpawner") Idle: goto Super::Spawn } } | ||||||||
Additional Information | Spawning AMonster during gameplay via "summon AMonster" sometimes spawns monsters | ||||||||
Attached Files | ![]() | ||||||||
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Torr Samaho (administrator) 2012-02-18 13:28 |
Does it work in ZDoom? |
ZzZombo (reporter) 2012-02-18 15:12 edited on: 2012-02-18 15:15 |
Looks like ZDoom has same behavior, no projectile is spawned if a monster has no target. Also, if you are lazy, I've attached an example WAD. Monsters which spawned at level load time have the pointer but others including summoned later not. Just run MAP01 and see that all replaced zombiemans are hate each other and though have valid target and A_CustomMissile fires PointerSpawner but all replaced DoomImps have not target at A_CustomMissile call time and looks like it doesn't fire any projectiles. Maybe, it's ZDoom odd treatment of CMF_CHECKTARGETDEAD which is checked any time this code pointer is called from a monster regardless of it actual value? |
Torr Samaho (administrator) 2012-02-18 15:28 edited on: 2012-02-18 15:28 |
> Looks like ZDoom has same behavior In that case you should report the issue at the ZDoom forums. It could even be possible that ZDoom's behavior is intended (I didn't look at your code in detail). With all the information you already supplied here, it should be easy to create a bug report over at ZDoom. |
Edward-san (developer) 2012-02-18 15:47 |
Since this problem is related to editing features, I'd like to suggest you to create a new thread in the editing forum:'http://forum.zdoom.org/viewforum.php?f=3 [^]' |
Minigunner (reporter) 2012-02-18 18:42 |
I work around the issue by calling A_LookEx(LOF_NOSEESOUND,0,0,0,0,<Actual Attack state>). If the target no longer exists, the actor will look for a new one. If one can't be found, use A_SpawnItemEx as an emergency maneuver. |
ZzZombo (reporter) 2012-02-19 00:11 edited on: 2012-02-19 00:21 |
'http://forum.zdoom.org/viewtopic.php?f=2&t=32019 [^]' -- it's here. A_SpawnItemEx doesn't transfer calling actor in target field of spawning actor, while A_VileTarget requires the target field to point to actor which you want to be affected. So I have to make my monsters fire a projectile which upon spawning will have tracer pointed to its owner (as described is DECORATE docs) and that allow A_VileTarget to attach hte marker in desired way. A_LookEx introduces odd behavior described as (in my first tries, without call to Thing_Hate) "monsters which sees a player upon level start have the pointer but others not". |
Torr Samaho (administrator) 2012-02-19 01:43 |
Thanks! Please report back here when the issue was resolved at ZDoom. |
ZzZombo (reporter) 2012-02-20 13:55 |
I had to supply CMF_AIMDIRECTION in code pointer call in flags to make my WAD work. Please, close this issue. Thanks FDARI on ZDoom forums who pointed me to my mistake. |
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 |
2012-02-17 13:10 | ZzZombo | New Issue | |
2012-02-18 13:28 | Torr Samaho | Note Added: 0002630 | |
2012-02-18 13:28 | Torr Samaho | Status | new => feedback |
2012-02-18 15:10 | ZzZombo | File Added: skulltag_bug_example2.pk3 | |
2012-02-18 15:12 | ZzZombo | Note Added: 0002635 | |
2012-02-18 15:12 | ZzZombo | Status | feedback => new |
2012-02-18 15:15 | ZzZombo | Note Edited: 0002635 | View Revisions |
2012-02-18 15:28 | Torr Samaho | Note Added: 0002636 | |
2012-02-18 15:28 | Torr Samaho | Note Edited: 0002636 | View Revisions |
2012-02-18 15:47 | Edward-san | Note Added: 0002637 | |
2012-02-18 18:42 | Minigunner | Note Added: 0002640 | |
2012-02-19 00:11 | ZzZombo | Note Added: 0002641 | |
2012-02-19 00:18 | ZzZombo | Note Edited: 0002641 | View Revisions |
2012-02-19 00:21 | ZzZombo | Note Edited: 0002641 | View Revisions |
2012-02-19 01:43 | Torr Samaho | Note Added: 0002643 | |
2012-02-19 01:43 | Torr Samaho | Status | new => feedback |
2012-02-20 13:55 | ZzZombo | Note Added: 0002658 | |
2012-02-20 13:55 | ZzZombo | Status | feedback => new |
2012-02-21 12:31 | Torr Samaho | Status | new => closed |
2012-02-21 12:31 | Torr Samaho | Resolution | open => no change required |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
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