• Bug Reports
  • fire_projectile will not accept player in Grid Mode

Does the issue occur in the editor or during gameplay?

gameplay

If it's a gameplay issue, please specify which movement system and camera type you're using (free movement vs. grid movement, third-person vs. first-person) or N/A if not applicable:

Grid Based

Briefly describe the issue you're experiencing:

fire_projectile does not work when using player as a source entity, while in Grid Mode.
The same command when in FM will actually fire the projectile.
In Grid, the below error is shown in the terminal instead.

Are there any errors in the in-game debug console or external console window?

Provide the steps necessary to reproduce the issue:

  1. Create a bare bones project with a player model and a projectile model/item
  2. Play in Grid
  3. Use console to type fire_projectile("ITEM_0001", player)
  4. no projectile will fire...error in terminal
  5. replay in FM
  6. Use console to type fire_projectile("ITEM_0001", player)
  7. projectile will fire.

Provide a download link to the bare bones project (strongly recommended if it's an in-game issue, since this helps significantly when attempting to reproduce it; the report will also be given more priority in this case):

Will need some time to set one up. Will add later.

    3 months later

    Slayer Thanks for the report, Slayer! Does this still occur if you try it again? I can't seem to reproduce it, so it may have been fixed while working on other aspects of the function.

      Justin Yes still happening in a bare bones project.
      Just quick play and use the ingame console to type fire_projectile("ITEM_0001", player).

      projectilenofire.zip
      2MB

      Maybe i'm missing something...but it works without error if I then play the same map in FM.

        Slayer I think I may have been in a hurry and mistakenly tested the player as the target instead of the source, sorry about that! 😅 Thanks so much for the project!

        maybe characters that are 2d can rotate and reset the rotation (after firing) can be added to turn based combat too? @Slayer can confirm that a bug too