Cutstuff Forum

Mega Man 8-bit Deathmatch => Bugs/Suggestions => MM8BDM Discussion => Closed => Topic started by: Messatsu on August 24, 2017, 07:57:01 PM

Title: Laser buster gets a bit ....anemic (visual bug)
Post by: Messatsu on August 24, 2017, 07:57:01 PM
Laser buster's projectile get's a bit .....pathetic as it travels
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The beginning looks okay, but the right's a tad odd....however.
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After it travels a short distance, it becomes traveling ...dots.  The hell happened here?
Title: Re: Laser buster gets a bit ....anemic (visual bug)
Post by: JaxOf7 on August 25, 2017, 10:07:12 PM
The new laser actors I made that Core uses
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My lasertrail that went with it
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The lasertrail Core stuck with instead of using all my code for some reason
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Title: Re: Laser buster gets a bit ....anemic (visual bug)
Post by: Korby on August 26, 2017, 07:07:23 AM
If I recall, your code would fire in directions that were not where one was aiming under certain circumstances.
This is why we didn't go with it.
Title: Re: Laser buster gets a bit ....anemic (visual bug)
Post by: JaxOf7 on August 26, 2017, 07:33:19 AM
You don't mean the old version that had a precision problem from using user variables instead of SPEED_SCALAR?

Cause my lastertrail actor veering off would be... interesting.
It's only real difference from the old/current lasertrail is in the NOINTERACTION flag.

If there is indeed a problem, removing +CLIENTSIDEONLY would definitely fix it.
Title: Re: Laser buster gets a bit ....anemic (visual bug)
Post by: Messatsu on August 28, 2017, 12:49:40 PM
/sigh.  The issue is that the LaserTrail actors are spawned only at the beginning, they last for 3 tics and never are created again.  Kinda feels like someone took Jax's code, didn't pay any attention at all and just threw only a part of it in.

Anyway, this is what I think it should look like.
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Title: Re: Laser buster gets a bit ....anemic (visual bug)
Post by: CutmanMike on September 07, 2017, 07:34:07 PM
Fixed