Subentity and Custentity Issues

ABK

Well-known member
Dont use them, they leave leftovers onscreen sometimes when entity dies midattack or weird crap happens to its owner, just avoid
I would add note to manual to avoid this feature until this is fixed

you know the bug when sometimes stuff is not removed automatically and its stuck midair , this is subentity fault and i remember it was driving me crazy everytime it happened , finally i found the cause, i just use spawn scripts and wont be using subentity and custentity.
Pretty weird that it has to have parent and im sure this is the reason its so buggy.
 
i found the cause, i just use spawn scripts and wont be using subentity and custentity.
This could happen in the past even with scripted spawns.
Dunno how it is now, but I remember (4432 or 6315 I think) the only thing that really kills an entity its lifespan. Even "killentity" failed back then.

Probably this was fixed already.
 
Well i replaced custentity and subentity with identical spawns but with script and this crap is not happening at all, so maybe it happens when a script sets parent.
I had lifespan and it did not help, it was one of the things that ruined my mood cause i was working on some script and bam stupid hitflash stuck to the screen midair... i had no clue what was the reason and i was reworking script over and over thinking it was the cause.... now at least i know what causes it, so far so good.
You had some ways to get rid of it ? I think it only happens when you tinker with parenting.
 
I remember having this kind of issue while using the 4432 build, I don't know if it happens in the v4 but I can take a look.
 
i was working on some script and bam stupid hitflash stuck to the screen midair... i had no clue what was the reason
I had exactly the same issue. I solved it by using lifespan + killentity.

But there is still a tiny small chance of the entity getting stuck (6330). Its very hard to see it happening, but I think I got it in one of my videos.
 
Well i replaced custentity and subentity with identical spawns but with script and this crap is not happening at all, so maybe it happens when a script sets parent.
I had lifespan and it did not help, it was one of the things that ruined my mood cause i was working on some script and bam stupid hitflash stuck to the screen midair... i had no clue what was the reason and i was reworking script over and over thinking it was the cause.... now at least i know what causes it, so far so good.
You had some ways to get rid of it ? I think it only happens when you tinker with parenting.
I tested the v4 and it works as intended. But I'm trying to understand where the bug is in your case, because in my case I remember the lifespan or unsummonframe not working sometimes in the 4432, but I don't remember that entities spawned with spawnframe/summonframe must be removed by the engine automatically without a proper "removal/kill" method declared.

For the unsummonframe indeed it was due to sometimes the main entity is killed and the frame requirement is not reached because he enters in a falling/dead instance before the required frame. I remember trying the lifespan but the best way so far was adding a killentity in the last frame.

Tested all the three methods in the v4 (lifespan/unsummonframe/killentity) and all of them worked well in my tests using summonframe/spawnframe to generate the entity.
 
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I had lifespan and it did not help, it was one of the things that ruined my mood cause i was working on some script and bam stupid hitflash stuck to the screen midair...
@bWWd it to me years, literally, to understand what causes this. I never understood why the common flash could get stuck while nothing managing to be able to kill it.

But today I had to test a new entity and I added it as the first entity that I declare in the models.txt file and, accidentally, it appeared out of nowhere.

what was triggering it was a typo on a character's spawn:

Rather than
Spawn Noid
coords 100 200 0
at 50

I had
pawn Noid
coords 100 200 0
at 50

As a result, the engine went crazy and spawned the first entity that I had declared in models.txt. This is why you see a stuck hitflash, because they are usually the first things you declare in models.txt

I don't know why this happens, but I know it happens and it is the first declared entity.

I found other bugs that I still need to document, but I found two cases where the engine gets confused with entities:
- or it makes an entity appear at the top left of the screen (to fix this, you need to place the spawn script in any frame other than 0).
- There is a completely bizarre bug when using "noaicontrol" and which causes the engine to... place any other entity on the screen in place of the players, INCLUDING THE POSITION ON THE HUD.

I'll try to take a screenshot and post it.
 
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