Talk:Rocket passes through the player who fired it

This was done on purpose to prevent projectiles exploding inside their hosts. -- so where is the bug? -- Jdowland 15:53, 21 January 2006 (UTC)

Unrealism/quirk, I guess. Anyway, I can't remember where anymore but I do remember reading it. Come to think of it, though it could also have been done to prevent monsters accidentally walking into their fireballs after launch. (Slightly outlandish but possible) -- TheDarkArchon 16:09, 21 January 2006 (UTC)

It isn't a bug, then: It's a behavioural decision that actually prevents a bug -- you can't get hit by your own rockets, at creation. But say if you fire in the direction of a teleport destination and then teleport to it, such that the rocket hits you, then you die, right? I think this article should be deleted. -- Jdowland 17:44, 21 January 2006 (UTC)


 * No, you do not die &mdash; see [[Media:rcktmiss.lmp|this demo]] (file info). (Should I check with the plasma gun and BFG, too?)


 * The original problem should have been fixed by adding more frames to the firing animation and having the projectiles emerge in front of the actor. Therefore, the fact that id dealt with it in a nonsensical manner is a bug.  (If I teleport into the path of my own rocket or BFG ball, I deserve what I get.)  I say we reinstate the page.    Ryan W 23:24, 26 January 2006 (UTC)

Projectiles by default don't teleport I've done DeHackEd mods where teleporting projectiles was a side effect: If the teleported projectile hits me, it wouldn't explode. Anyway, may as well delete it: I only added the article due to a link in the bug list. -- TheDarkArchon 17:48, 21 January 2006 (UTC)


 * I think he meant the player teleporting, not the projectile (see below).   Ryan W 23:43, 6 October 2006 (UTC)

I still do not understand why this article was deleted without a vote. Although we have no explicit policy about what kinds of phenomena can be added to Bugs, IMHO the fact that a projectile weapon does no damage when it hits you, but 100+ points of damage when it hits the wall right next to you, is quite enough of an "oddity" to qualify.

Demos: [[Media:wpnmiss2.lmp|without teleportation]] (file info), [[Media:wpnmiss1.lmp|with teleportation]] (file info). These show the plasma rifle and BFG as well as the rocket launcher. Ryan W 13:37, 19 September 2006 (UTC)


 * Those demos are brilliant examples: the doom2 one with the RL is the best (because of brevity really). Can you try and work them into the article as examples? -- 82.39.205.158 18:49, 19 September 2006 (UTC)


 * I also prefer the Doom II demo, mostly because it is difficult to see the projectiles in the other one (due to the teleporter fog and the fact that the projectiles catch up to me so quickly). You can use iddt to watch without the fog, but it still happens pretty fast.  The ideal situation would be a teleport landing 2000+ units away along a compass direction, facing toward the teleport linedef, with no wall behind it for 156 units; that way, you could aim with idmypos, then teleport, then see the projectile moving for a couple of seconds before it passed through you, without the misleading complication of blast damage.  However, I didn't want to arouse suspicion by using a non-OEM map.   ;>


 * On the other hand, if the source code unequivocally shows that the player is the same Thing both before and after teleportation, then the two situations in the demos are equivalent, are they not?   Ryan W 23:43, 6 October 2006 (UTC)