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CPW_CustomBulletAttack bullet puff not spawned online

 
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Tue Aug 23, 2016 10:35 am    Post subject: CPW_CustomBulletAttack bullet puff not spawned online Reply with quote

CPW_CustomBulletAttack bullet puff not spawned online.

Example wad:
http://destiny-server.no-ip.org/stuff/cpw_custombullet.zip

Pistol has custom bullet attack. Bullet puff is modified ShortGreenColumn. The puff is spawned in singleplayer, but not online.
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Aeyesx
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Joined: 13 Oct 2012
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PostPosted: Fri Dec 23, 2016 3:26 pm    Post subject: Reply with quote

Doomer, I told you this long time ago on IRC. But just so this can be moved to trash ill add this even here.

Doomer didn't noticed that the bulletpuff is clientside since there is no reason for it to be transfered over network.

Notice the : PROP_Flags4 (MF4_NONETSPAWN)
Code:

// Bullet puff

IMPLEMENT_ACTOR (ABulletPuff, Doom, -1, 131)
   PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
   PROP_Flags4 (MF4_NONETSPAWN)
   PROP_RenderStyle (STYLE_Translucent)
   PROP_Alpha (TRANSLUC50)
   PROP_SpawnState (0)
END_DEFAULTS

FState ABulletPuff::States[] =
{
   S_BRIGHT (PUFF, 'A',    4, NULL                         , &States[1]),
   S_NORMAL1 (PUFF, 'B',    4, NULL                         , &States[2]),
   S_NORMAL1 (PUFF, 'C',    4, NULL                         , &States[3]),
   S_NORMAL1 (PUFF, 'D',    4, NULL                         , NULL)
}
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Body-Guard
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Joined: 08 Jan 2006
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PostPosted: Sat Dec 24, 2016 6:21 am    Post subject: Reply with quote

Just because it has the NONETSPAWN flag that does not mean that the bug report is obsolete. The custom bullet attack has a parameter which allows to define whatever actor as the bullet puff of the hitscan attack. The specified actor does not appear at all in online mode, which IS definitely a bug since it is not the expected behavior. (an unintended side effect of forcing nonetspawn on bullet puff and on its derivatives, if you want to call it that way)

You are mixing this issue with something else. The one you talk about is the reason why specifically modding the BulletPuff actor does not work online (ie. assigning codepointers other than NULL on its frames). The topic is about actors specified as bullet puffs for the custom bullet attack codepointer does not spawn at all in online mode.
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Aeyesx
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PostPosted: Mon Jan 02, 2017 11:02 am    Post subject: Reply with quote

Aha? My apologize then,

Just wanted to mention it on forums, so google can help someone further possibly~

I think you already said you tried to remove it / overwrite the thing bit with other one from the MF4 group and it didn't worked anyway so yeah.
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Krawa
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PostPosted: Mon Jun 04, 2018 6:14 pm    Post subject: Reply with quote

Demo wad: test_ammo_depleted2.wad
CPW_BulletAttack: Chaingun (with 1 shot instead of 2)
CPW_CustomBulletAttack: Pistol
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Aeyesx
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PostPosted: Wed Jun 06, 2018 11:49 am    Post subject: Reply with quote

Krawa wrote:
Demo wad: test_ammo_depleted2.wad
CPW_BulletAttack: Chaingun (with 1 shot instead of 2)
CPW_CustomBulletAttack: Pistol


Posting code description

Code:
# Pistol Shoot
Frame 14
Args1 = 0
Args2 = 0
Args3 = 1
Args4 = 5
Args5 = 38 #This tells the pistol to use original PUFF for the pistol. But it won't spawn online during it's clientside behaviour? Uses ThingID
Args6 = 0
Args7 = 16
Args8 = 1
[CODEPTR]
Frame 14 = CPW_CustomBulletAttack

# RL Shoot
Frame 61
Args1 = 34 #missiletype, ThindID 34 is original rocket.
Args2 = 0
Args3 = 0
Args4 = 0
Args5 = 0
Args6 = 14 #Firing SoundID, Sound 14 is weapons/rocklf
Args7 = 256
Args8 = 4
Args9 = 1
[CODEPTR]
Frame 61 = CPW_CustomMissile

# Chaingun Shoot
Frame 52
Args1 = 1 #horz_spread: The horizontal spread, in degrees.
Args2 = 1 #vert_spread: The vertical spread, in degrees.
[CODEPTR]
Frame 52 = CPW_BulletAttack

Frame 53
Args1 = 0
Args2 = 0
[CODEPTR]
Frame 53 = NULL
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