0 tic state issues
If a mobj's melee attack states are all 0 tic's. Dday will get stuck in an infinite loop when the mobj attempts to enter those states.
1.8.6 will freeze, while Beta 6.1 will freeze for a few seconds and then shutdown with no error message.
Dday has no problems with a mobj's ranged attack states all being 0 tic's.
If you use the same 0 tic length states for both a monsters ranged and melee attacks, Dday will have no problem when it uses the states for a ranged attack, but it will get stuck in an infinite loop when it tries to use them in a melee attack.
#2 Updated by vermil over 13 years ago
I wanted an object to immediately remove itself once the player "touches" it and also call an infine def.
I had to attach the infine def to a mobj state because there is more than one of the mobj type on the map. Hence I couldn't use an xg def on the map with a mobj_gone requirement to call the infine.
I also use 0 tic states to call more than one mobj action at the same time as each state can only have one action attached.
#3 Updated by vermil almost 11 years ago
To come back to this. I believe the issue is related to the code for A_chase.
Put simply, if A_chase makes too many calls for an attack, ranged or melee, at the same time, dday get's stuck in an infinite loop.
Dday also appears unable to deal with 0 tic long death states with regards to item drops.
#4 Updated by danij almost 11 years ago
Zero length states are not supported, not in Doomsday or any source port of Doom to my knowledge.
Presumably what you want to happen when a state is defined as lasting for zero tics is that Doomsday will fast forward, executing all actions, script executions, etc... until a state with a non-zero tic is reached?