[Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

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Tormentor667
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[Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

Post by Tormentor667 »

...oh yes, that's a long flag name :)

Okay, here is what I'd like to suggest: According to this thread, there doesn't seem to be a solution for my request as the engine doesn't seem to be able to handle that in different ways.

Currently, impassable lines only block solid actors but projectiles and hitscan move through them. The opposite are lines that block everything, actors, projectiles, hitscan. Now there is a linetype that I consider a mix between, the walkable midtexture lines. Interestingly, you can shoot through them with hitscan but they block projectiles and actors. For me this feels a bit inconsistent and I would expect a behaviour like the one for impassable lines.

Now changing this afterwards won't happen due to backward compatibility, but would it be possible to add a flag to actors, that makes them travel through walkable midtextures?

Why do I need them? Simply explanation: Rails. I am using rails like the one in the following screenshot:
Image
I would like to be able to jump over them, but I would also like to shoot through them with a rocket launcher (for example).

I hope my suggestion is reasonable and I have the chance that this gets into the sourceport :)
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Re: [Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

Post by Graf Zahl »

There was a recent code submission to change this with a line flag. As an actor flag it makes no sense.

Here's the info from the spec:

midtex3dimpassible = <bool>;// Used in conjuction with midtex3d - causes the mid
// texture to behave like an impassible line (projectiles
// pass through it).
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Re: [Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

Post by Gez »

Should have been impassable, not impassible. :p
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Re: [Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

Post by Tormentor667 »

Awesome, that's even better, thanks Graf Zahl :)
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Re: [Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

Post by Graf Zahl »

Gez wrote:Should have been impassable, not impassible. :p
Should be something else entirely, the name is completely misleading. But don't blame me, it was some pull request that added this.
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Re: [Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

Post by Nash »

Is midtex3dimpassible supported by GZDB already? If it isn't, get MaxEd to add it in.
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Re: [Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

Post by Tormentor667 »

I've just requested it
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Re: [Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

Post by Gez »

Graf Zahl wrote:
Gez wrote:Should have been impassable, not impassible. :p
Should be something else entirely, the name is completely misleading. But don't blame me, it was some pull request that added this.
Is it too late to change it? Apparently it's not yet supported directly by GZDB...
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Re: [Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

Post by Nightfall »

Gez wrote:
Graf Zahl wrote:
Gez wrote:Should have been impassable, not impassible. :p
Should be something else entirely, the name is completely misleading. But don't blame me, it was some pull request that added this.
Is it too late to change it? Apparently it's not yet supported directly by GZDB...
It was my patch.

I've seen "impassible" and "impassable" everywhere and figured the first one was correct and nobody complained about my choice of wording. I also think the name sucks though I couldn't think of anything better. GZDB does support it though I don't know whether it's too late to change it or not considering the feature is not present in a released ZDoom version yet. I haven't yet finished any maps using that flag. (And even if it is, you could still add an alias)

While at it, in retrospect not making the flag imply 3dmidtex was a very stupid. I wonder if it's too late to change that.
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Re: [Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

Post by Graf Zahl »

Nightfall wrote: While at it, in retrospect not making the flag imply 3dmidtex was a very stupid. I wonder if it's too late to change that.
That's better left to the editor. Having one flag imply another is just an invitation for all sorts of trouble when checking the current state of a line in the engine.
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Re: [Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

Post by Gez »

Nightfall wrote:I've seen "impassible" and "impassable" everywhere and figured the first one was correct and nobody complained about my choice of wording.
Sorry about that, I missed it back then or I would have pointed it.

Both are correct in that both are words that exist. But their meanings are very different.
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Re: [Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

Post by Tormentor667 »

So, what I didn't get yet: Is this feature implemented the way it is intented to be and named? And if yes, how can I use the feature in GZDoomBuilder's custom flags for lines?
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Re: [Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

Post by Graf Zahl »

If the name is changed the old one will not be removed so feel free to use it.
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Re: [Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

Post by Tormentor667 »

Just to make sure I understood it right: When I have middle textures set to walkable and add this...
Image
...it will make the walls passable for projectiles but blocking for players?
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Re: [Actor Flag] +TRAVELSTHROGHWALKABLEMIDTEXTURES

Post by MaxED »

In GZDB, the flag is already among the linedef flags. It was named "Impassible middle texture" (cause DUH) in revisions prior to 2306, in which the name was changed to "Projectile shoot-through middle texture".
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