![]() ![]() Retrospective added ĭiaz: The Last Hours of Purity (original release) (ZDoom 2.1.6) - More realistic guns, based on characters by Marty Kirra. Style Mod (ZDoom SVN R2309) - A "mutator" for CutmanMike's mutator contest all weapons have infinite ammo but alt-fires cost Style Points, which all enemies drop. So yeah, you can move this to the Rejected forum now.When finished, these links will go to retrospective articles instead of direct links to the idgames database. Apparently, DECORATE items will retain their thing specials, not regular item actors. I dont remember I guess you'll have to test it to find outĪh, thanks for the tip Worst! I think there were a couple of things I'd given up on in the past because I couldn't get those repeating thing specialsĭidn't even realise there were two versions of the command.īy the way, I found the thread on the ZDoom forums where I got the idea that this was a bug. Which one the one that had no problems was. SetThingSpecial was a bit unstable in 1.08. I recall that either Thing_SetSpecial.or. SetThingSpecial (tid, special, arg0, arg1, arg2, arg3, arg4) Script 50 (void) //Thing special 80, arg0 = 50 on sphere tagged as 666 Thing_SetSpecial (tid, special, arg0, arg1, arg2) I checked the vanilla Hexen source, and the latest ZDoom SVN, and in both, the thing special is cleared from the actor after executing it.Īs for Thing_SetSpecial and SetThingSpecial, you'd basically use it like this: I'm sure when I tried to use it that setting the thingspecial wasn't very successful. In my experience the actual bug/lackofsupport comes when you try to do just that. I'd agree with Worst about this being correct behaviour and it being easy to get around. Location: off the grid, but still fighting for the users! I'd like to see that ZDoom bug report (the special is cleared in zdoom 2.5.0 aswell) you must be mistaking it for something similar. I dont think i've ever said that this was a bug. Its not a bug, it's been this way since forever, and changing it now, would have effect on more than a few wads Huh, are you sure? I'm almost certain I saw this as a bug report on the ZDoom forums a while back and it was fixed? Didn't you even claim yourself, that this was indeed a bug? :S Only Sector action things are repeatable by default. If you want it to be repeatable, you have to use Thing_SetSpecial or SetThingSpecial on the pickup or whatever actor it is after the execution of the special. ![]() Changing this would potentially break a lot of maps. The correct behaviour is to clear the special when its executed. I will post a demo map soon, probably tomorrow. This bug exists in all versions, both in single player and online. ![]() This is only applicable to things in the Hexen map format, as things in Doom format do not have this field. The initial trigger works fine, but subsequent triggers fail after the item or monster respawns. items, keys, and weapons), or when the thing is killed (e.g. What these do is allow a thing to execute an action special (like opening a door or calling a script), when the thing is picked up (e.g. Thing specials are being discarded once a thing is respawned. Posted: Wed 6:30 am Post subject: Thing specials are lost after things respawn. Thing specials are lost after things respawn. Profile Log in to check your private messages Log in ZDaemon :: View topic - Thing specials are lost after things respawn.įAQ Search Memberlist Usergroups Register ![]()
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