[g85449a6] A_RadiusGive with huge distance and DV.wad MAP05
Moderator: GZDoom Developers
Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
[g85449a6] A_RadiusGive with huge distance and DV.wad MAP05
I just cannot for the life of me to get a map-wide A_RadiusGive to work with DV.wad MAP05. For those who don't know, MAP05 in DV.wad combines all four of its maps into one unabridged epic. Being such a huge map, I cannot get A_RadiusGive to affect the whole thing. The distance values I tried are 24000, 16383, 26687, etc. Is it not working properly?
Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA
What you're trying to do is clearly hacky; the radius functions (be they for damage or for given things) were never meant to affect the entire map. You'd be better off with a dedicated map-wide function, which unfortunately will probably be a WFDS thing.
- Zhs2
- Posts: 1269
- Joined: Fri Nov 07, 2008 3:29 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Maryland, USA, but probably also in someone's mod somewhere
- Contact:
Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA
Strangely enough, A_RadiusGive doesn't go through walls. Why not intermittent bursts that travel with the player?
Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA
It's not strange. It uses the same system as radius damage.Zhs2 wrote:Strangely enough, A_RadiusGive doesn't go through walls.
Historical reminder: RadiusGive was created to put an end to hacks where people used radius damage with custom damage type to get actors into a custom pain state. It's a direct replacement for this hacky system, so the base idea of affecting stuff in a radius in the same way explosions do -- which includes not affecting things that are behind cover -- remains. This is in large part because it uses the same code to detect affected things, it doesn't come up with a new algorithm.
-
- Posts: 4949
- Joined: Sun Nov 14, 2010 12:59 am
Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA
There is RGF_NOSIGHT, though...
- NeuralStunner
-
- Posts: 12325
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA
Not quite, unfortunately.Unless this was quietly changed at some point.Gez wrote:It's a direct replacement for this hacky system, so the base idea of affecting stuff in a radius in the same way explosions do
- Major Cooke
- Posts: 8170
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Location: QZDoom Maintenance Team
Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA
Use RGF_NOSIGHT in order to give it map-wide unconditionally. If that doesn't work, try updating ZDoom because this bug was addressed directly by Graf.
Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA
Tried ZDoom revision g9edf409, and it still doesn't work, even with RGF_NOSIGHT.
----
EDIT: I think I've found a workaround! It seems to work on huge maps like DV.wad MAP05; will this do?
The radius of the actor's A_RadiusGive is 5120.
----
EDIT: I think I've found a workaround! It seems to work on huge maps like DV.wad MAP05; will this do?
Code: Select all
for(int xCount=-6; xCount<7; xCount++)
{
for(int yCount=-6; yCount<7; yCount++)
{
SpawnForced("RadiusGiveActor", 335544320*xCount, 335544320*yCount, 0, 0, 0);
}
}