#[0.8.4.6] Boomerang Arrow Traps seem to be misfiring sometimes
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Only boomerang ones?
does it ever happen in a fresh boot into first dungeon play of play mode?
hmm, let me see
(am suspicious because previous projectile pool issues seemed to be triggered by entering edit mode from play mode and that video looks an awful lot like "boomerang ttl wasn't cleaned properly from previous play" to me)
alright, so instead of edit mode, I went Play mode and got to the room with the Boomerang Arrow Traps. very first thing they did was misfire
was this after restarting the game?
(I noticed that it was the first time on starting play too, so my other speculation would be "first boomerang timer begins on start rather than on firing")
the game or the dungeon? because starting up the game doesn't seem to have any effect.
the dungeon, I'm not sure. I can't pinpoint what determines if it will misfire because they don't do so consistently.
Odd⊠Iâll have to play around with those sometime
i can confirm i had this happen once in play mode, but when i went to get footage i couldnt reproduce it wierdly.
trying to assess if it ever happens even if they're the very first projectiles fired after launching the game, as that might be diagnostic - I don't have access to the code or anything though and trying to solve bugs myself might not even be helpful, I just like knowing what's going on when software acts weird
Has nothing to do with instantiation order, I checked. I couldnât replicate it
reproduced it immediately based on my suspicion
same bug as the phasing tornados
I don't know the code so can't say for sure, but it's consistent with the hypothesis that entering edit mode does not properly clean up projectiles released into the pool
so the boomerangs are fired with the already-depleted lifetime timers from the previous boomerangs
There is no âlifetime timerâ
well
boomerangs return after a certain amount of flight time, unless you do it by total distance or something?
all I'm saying is that the boomerangs get fired thinking they're already due to return, so they return immediately
btw, i just found out that this apparently affects anything that can throw boomerangs. not sure about the player though
this makes sense
basically my hypothesis is that entering edit mode leaves the stale data of the currently active projectiles in the projectile pool, causing the first projectiles spawned afterward to have those traits
so for example, if you enter edit mode while a projectile is still in the wall from an arrow trap, it has its "phasing through walls" variable set, and that gets preserved on whatever new projectiles get fired, which can do things like letting tornados carry the player into walls
so if you enter edit mode while boomerangs are returning, and then enter play mode, the first boomerangs get fired thinking they're already supposed to be returning so they return immediately
ah, it seems to affect the player, too. and yeah, leaving edit mode while it's mid-flight seems to trigger it quite often
so like, it's entirely possible the code doesn't work the way I think it does, but both this behavior and a previous bug with tornados is consistent with the theory
So, are we assuming the game is getting confused as to whether or not a throwerâs boomerang is already in play?
kay, I think I got it
so, this seems reproducable in play mode
if you enter edit mode, or leave a dungeon, while a boomerang is still in midair, that fact seems to get "saved" somehow.
so, if you go back in, it thinks it's still being thrown, so it obviously can't throw it, and it'll misfire.
this seems to ignore the current level you're on. meaning, in play mode, you can leave while a boomerang is in mid-throw, then enter another dungeon, and those boomerangs will misfire.
Projectiles are pooled globally for the whole game
Wait- are you saying it carries over between frickinâ play sessions of a dungeon?
not JUST between play sessions of a dungeon, I'm saying that dungeons can essentially cause OTHER dungeon's boomerangs to misfire.
i had consistent results testing this with 2 different dungeons
SERIOUSLY?
Dayum!
Itâs fixed
oh, that was fast lol
Thsnks for the elaborate testing
I figured it was something like that, where the game thinks the projectile is still out; and therefore stops you from throwing it; but BETWEEN DUNGEONS is crazy
no problem
Man, you work like lightning dude
Well, itâs a lot more efficient if pooling persists across dungeons
Creating objects is comparatively slow
So if you can just reuse them, itâs best
That makes sense, I think lol
[stops making a glitch dungeon that requires making boomerangs misfire to solve]
R E A L XD
lol that'd've been hilarious. wouldn't be doable unless you knew how the glitch worked