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Projectiles fired using "outfit part name" with additional projectiles included forces all following projectiles to share the same lifetime as the first projectile fired
Edit: (See images below for projectile outfit setup)
See video for example: https://dl.dropboxusercontent.com/s/shzq488ji186r7c/Garrysmod%202020.01.30%20-%2009.19.10.02.compressed.mp4
You sure about this? https://streamable.com/vt80s
I'll have to post my exact setup when I can, perhaps it's an issue regarding the inclusion of TimerX. I'll do some trial and error and update the report if need be.
The setup:

Nope. https://streamable.com/b8tct
...
Ok give me two seconds. Now I'm baffled.
Ah, think I've found the problem, it's related to the projectile outfit itself, not the projectile part or event. Gonna check if it's related to additional projectile parts being added on the outfit.
The projectile outfit setup:

Yep! That's the issue it seems. Gonna update the issue in a second. This became such a common occurrence in my PACs that I honestly thought it was happening on basically every event.
https://dl.dropboxusercontent.com/s/jkz07php97l49ff/Garrysmod%202020.02.05%20-%2016.17.42.02.compressed.mp4
Can you also upload an outfit that illustrates the problem?
There you go. projectile.txt In short, if the group used by the projectile (projectile1-group) has an event that triggers another projectile (projectile2) AND the second projectile is set as physical, all projectiles disappear once the original timer (projectile1 life time) runs out.
Coming back to this, this seems to still be an apparent issue for projectiles included inside projectile outfits. I'm unsure if this affects projectiles server-side as opposed to just the PAC firing said projectile. This only occurs on physical projectiles, while non-physical projectiles seem to avoid this issue.