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HAIL type Projectile not impacting #3169

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ErminioLucente opened this issue Apr 19, 2024 · 2 comments
Open

HAIL type Projectile not impacting #3169

ErminioLucente opened this issue Apr 19, 2024 · 2 comments

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@ErminioLucente
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ErminioLucente commented Apr 19, 2024

It seems like some projects on rare occasions do not impact the ground and just get stuck, or fly along the floor without inertia set.
The projectiles do respect gravity/fall acceleration even if in the video it appears to float.

its been confirmed that PROPERTIES = STRENGTH_BASED REBOUND_IMMUNE is the culprit.

This video demonstrates the issue.

2024-04-19.19-33-05.mp4

This video demonstrates it in possession mode.
It consistently does this if autoaim/PRIMARYTARGET is set, it does NOT do it if this is set to 0.

3.mp4
@ErminioLucente
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Here is my SHOT set up

**[shot55];ACID_SPRAY_FUNCTION
NAME = ACID_SPRAY_FUNCTION
ANIMATION = POISON_BUBBLE
ANIMATIONSIZE = 100
ANIMATIONTRANSPARENCY = 2
SIZE_XY = 64
SIZE_Z = 64
DAMAGE = 6
HEALTH = 50
HITTYPE = 3
AREADAMAGE = 1 0 0
FIRELOGIC = 3
EFFECTAMOUNT = 2

SPEED = 180
SPEEDDEVIATION = 80
EXPLOSIONEFFECTS = -121 -130 0 0

SPREAD_XY = 120
SPREAD_Z = 60

FIRINGSOUND = 26

FALLACCELERATION = 22
UPDATELOGIC = 0

DESTROYONHIT = 1
HITCREATURESOUND = 181
PROPERTIES = STRENGTH_BASED REBOUND_IMMUNE**

@Loobinex
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After a bit of investigation, I think this is because it sets TMvF_Unknown10 in thing_fire_shot here:

        if (((shotst->model_flags & ShMF_StrengthBased) != 0) && ((shotst->model_flags & ShMF_ReboundImmune) != 0) && (target->class_id != TCls_Door))
        {
          flag1 = true;

That makes it a duplicate of this issue: #2811

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