Proper friction support so A_SpawnItemEx velocity parameters can be used effectively

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Issue #170 new
Belmondo created an issue

ECWolf treats objects as having infinite or no friction (based on +MISSILE) it would be useful to have objects that slide without necessarily being a projectile.


Original message:

Hey Blzut, before I start I just wanna congratulate you on the release of 1.3.1! Things are looking great so far and I can't wait to see what's in store next. I understand you're working on other projects at the moment so feel free to jump on this one at your own leisure.

Anyway with that, I'd like to report a bug with the A_SpawnItemEx function. It seems that all objects instantiated with this function fail to move at all when values are put in the velocity fields. Here is a simple test function that has been a verified failure:

A_SpawnItemEx("DeathBlood", 0, 0, 0, 1, 1, 0) (For your convenience the order of the arguments are spawntype, xoff, yoff, zoff, xvel, yvel, zvel)

While I'm here, I might as well ask, are there any plans to implement A_SetScale and the NoDelay keyword any time soon? Again, no need to hurry!

Comments (2)

  1. Braden Obrzut

    NoDelay is the standard behavior in ECWolf 1.3. There could be some bugs in it though since it turns out getting that initial tick to execute stuff is hard. (ZDoom had to make several adjustments to its implementation, and I think one happened recently.)

    No specific time frame for A_SetScale, although I don't think it would be hard to implement.

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