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Dodging Missiles By Rolling

Here you can find all solved gameplay problems and bugs (beginning from Pre-Alpha 1.8.8).
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Danger Ross
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Dodging Missiles By Rolling

Post by Danger Ross » Sat Aug 03, 2019 1:24 am

Image

When setting an object to be a missile through script it can be dodged by rolling. I believe this is something that used to be normal in the debris update but is now obsolete since all missiles aren't dodgeable anymore (except for the ones created by script).

Another related report/suggestion:
when spawning in melee weapons and shurikens through script, they don't do nearly as much damage after being set as a missile. Is this intentional? if it is then I'd like to suggest an option to make these objects to be exactly like if they were thrown even if they were spawned in through script. Or rather than adding an option just make the default state of melee weapons in missile form to be identical to that of the thrown counterpart.
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sorry bucko, you can't punch with swords 8-)

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Gurt
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Post by Gurt » Sat Aug 03, 2019 12:44 pm

Adjusted after v.1.3.0b.

IObject.TrackAsMissile will track missiles as thrown by a player rather than as debris. This will result the missile damage to be tracked as thrown by a player which makes more sense from the ScriptAPI.
There's also a clipping issue with very fast moving missiles (we have designed missiles with the velocity thrown from a player in mind) that in one single physics step goes through a player and hit any surface behind the player - sometimes resulting in the missile ignoring the player depending on other factors. We have tweaked this for the next update to be more reliable.

From your GIF i'm not sure the player should get hit at all when rolling. Looks like the chairs might just miss the player but it's hard to tell. Could be a result from the clipping issue as well. You will have to wait for the next update and see if it helps.
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Gurt

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