Open ErminioLucente opened 6 months ago
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**
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
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.
https://github.com/dkfans/keeperfx/assets/167131626/253d0770-57d1-4099-84f0-35f5a760f0ae
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.
https://github.com/dkfans/keeperfx/assets/167131626/082d95f1-1bf0-43ac-a403-412a03e880bd