Here's a simple one.
A_SetTranslation("range")
Where "range" is defined the same way as the Translation property.
At the very least, since the ice death translation is already pre-defined, would an A_IceTranslate equivalent work? In particular I'm trying to edit an enemy's ice death state but I can't seem to apply the generic translation in any way or form. If there's no reasonable way to have the engine create and apply translations on the fly (which, due to ACS's implementation of it, I wouldn't be surprised), the constant ice death translation shouldn't be too hard to access, should it?
A_SetTranslation
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- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: A_SetTranslation
Have you tried A_GenericFreezeDeath instead of A_FreezeDeath?
The reason there is no A_SetTranslation is that the DECORATE parser can't do the parsing at the moment. The format being used by the translation property will cause problems with a function parameter parser unless a lot of special handling (and potential future incompatibilities) are added. I will have to redo the translation parser first.
The reason there is no A_SetTranslation is that the DECORATE parser can't do the parsing at the moment. The format being used by the translation property will cause problems with a function parameter parser unless a lot of special handling (and potential future incompatibilities) are added. I will have to redo the translation parser first.
Re: A_SetTranslation
Well how's about A_SetTranslation(num)? num would be a value from 0 to 255, picking a translation defined by a behavior script, and thus when used with LOADACS, it would be possible for monster mods that don't define maps of their own, just alter the monsters to use dynamic translations.
Re: A_SetTranslation
Or rather than using a compiled library script, why not make it a bit more open and allow users to define translations in either one of the existing control lumps (suggest DECORATE), or a something like a TRANSDEF lump? Hmmm... TRANS could be confused with translucent so perhaps another name... but is the idea worth consideration?
- Cutmanmike
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Re: A_SetTranslation
I think it would just be easier if Graf made the code better. Defining something to do something really simple is... annoying.
Re: A_SetTranslation
The idea of a transdef (or whatever) lump could, however, be extended to have the translations defined there be used by other translation-requiring functions, such as the ACS ones, walls and floors or whatever may come along at some point in the future? I dunno, perhaps translations for intermission texts in mapinfo, or cycling of translations being defined in animdefs... just thinking out loud here. 

- Graf Zahl
- Lead GZDoom+Raze Developer
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- Joined: Sat Jul 19, 2003 10:19 am
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Re: A_SetTranslation
No more hacks. Once I manage to clean up the code pointer interface, adding an A_SetTranslation function should be doable. TRANSDEF won't happen.