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 about 11 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 over 8 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 over 8 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?