Link to .capx file (required!):
dropbox.com/s/bz6t7dotl65jtgq/bug_OnParticleCreation.capx
Steps to reproduce:
Fly the ship around for approx 20-30 seconds and you will see that some missiles move faster than others
Trigger:
Events Sheet: EvadeMain
Group: Main - Collisions Section
When the particle explosion is created via a function some missiles end up moving faster than they should
When the particle explosion is created directly in the collision code the bug isn't present
Observed result:
Odd missiles move at double speed
Expected result:
All missiles should move at the same speed
Browsers affected:
Chrome: yes
Firefox: yes
Operating system & service pack:
Windows 7 Professional
Construct 2 version:
Release 139 (64-bit/Steam)
Notes:
Although this test uses lots of spawned enemies and missiles to ensure the bug shows up, it also appeared during level testing when I had only 10 or so enemies and perhaps 20-30 missiles.
The bug was also present in other tests when the missiles used the Bullet Behavior / Move Forward command / direct Sin,Cos calculations.
Using some quick calculations on other tests I found the bugged missiles moved at exactly double the speed they are set to.
Please forgive the slightly larger code, I have spent five days tracking down this bug, from dissecting my game to creating small tests. In the end I started building my game from ground up slowing adding pieces until finally the bug appeared again.
I will try and create a more compact test later next week
Cheers