Reply to Re: New Dev File: Dink Exploding Missiles Superfix
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I suspect the fast missiles is due to two different timing systems going out of sync. Similar to how hellfire type missiles can hit the same enemy more times than normal if the game is lagging. Something along the lines that the sp_timing has triggered several times but the game's main timing 'tick' is slowed down so the actual movement hasn't beenr registered and performed. Then the engine catches up and performs multiple moves rapidly.
Haven't done any testing so that might not be it, but if it is, it would probably not be so easy to fix. The sp_timing would have to be based on the 'tick' so that any lag would lag everything equally and consistently.
The missile fix/bandaid looks pretty cool. Only had a brief look. I wonder if adding in another bandaid to stop missiles exploding on grass or other sprites that dmod auhors often forget to set to no_hit might be a useful addition
Haven't done any testing so that might not be it, but if it is, it would probably not be so easy to fix. The sp_timing would have to be based on the 'tick' so that any lag would lag everything equally and consistently.
The missile fix/bandaid looks pretty cool. Only had a brief look. I wonder if adding in another bandaid to stop missiles exploding on grass or other sprites that dmod auhors often forget to set to no_hit might be a useful addition