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Projectiles spawned with ACS Spawn are not visible online

 
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Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Fri Jun 07, 2013 8:48 am    Post subject: Projectiles spawned with ACS Spawn are not visible online Reply with quote

In singleplayer the spawned projectiles are visible, but online they are not. They are there however, since thingcountname reports that they exist, just not visible.

Interesting fact: upon connect, the projectiles are visible, but only for a very short time, then they disappear.

Spawn is the only function which allows to spawn things on raw coordinates instead of thing ID.
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Sr69Mm-jC
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Joined: 21 Jul 2011

PostPosted: Fri Jun 07, 2013 8:56 am    Post subject: Reply with quote

Is it possible to move/teleport a thing to raw coordinates? Because that could be a workaround for the time being (moving the mapspot to coordinates and then spawning something at the mapspot). Razz
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Fri Jun 07, 2013 8:58 am    Post subject: Reply with quote

Yeah the thing is, I'd need to teleport a lot of little raindrops on random positions around a thing Razz so that workaround wouldn't be really good for me.
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Kilgore
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Joined: 17 Jun 2003
Location: Up the river

PostPosted: Sat Jun 08, 2013 11:45 pm    Post subject: Reply with quote

How about sending a wad that demonstrates the problem? ideally without mixing it with other issues.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Sun Jun 09, 2013 7:59 pm    Post subject: Reply with quote

http://www.speedyshare.com/quBp2/spawn.zip

another bundled bug:
There is an odd behavior when spawning missiles with this function. The spawned projectile cannot collide with anything, it is like a ghost projectile. In zdoom 2 you can collide with it.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Wed Jan 01, 2014 4:07 pm    Post subject: Reply with quote

This is probably down to the same issue: http://forums.zdaemon.org/viewtopic.php?t=15475

Projectiles spawned with these 2 methods don't have initial velocity, so they get erased online. That is undesirable since spawned projectiles can be given velocity with SetActorVelocity acs function. The Spawn acs function is the only way to spawn projectiles on raw coordinates instead of thing ids, so it would be nice to have this fixed.
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Kilgore
Air Cavalry


Joined: 17 Jun 2003
Location: Up the river

PostPosted: Sat Feb 10, 2018 11:37 pm    Post subject: Reply with quote

I think that was resolved when we added the dehacked flag "NOSPEEDCHECK". Apply it to the projectiles you want, and they'll be exempt from auto-destruction when they're stationary.
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