[ZScript] Simulate RaiseActor() in older versions of GZDoom

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Re: [ZScript] Simulate RaiseActor() in older versions of GZD

by Blue Shadow » Tue Nov 12, 2019 9:14 pm

Try [wiki]A_CallSpecial[/wiki].

Re: [ZScript] Simulate RaiseActor() in older versions of GZD

by Tartlman » Tue Nov 12, 2019 7:04 pm

Is there any way i can call thing_raise() directly from another class? like can i do something, where a is a pointer to an actor, that's similar to a.thing_raise()? since from what i've tried, it seems like i can't.

Re: [ZScript] Simulate RaiseActor() in older versions of GZD

by Tartlman » Tue Nov 12, 2019 8:04 am

Graf Zahl wrote:May I ask what's so particular about 3.2.5? Is there anything specific limiting you to precisely that version?
Before i got some better hardware anything after that would randomly crash when launching/loading a save/finishing a level/entering a level, but now i just use it because i like it. So while i'm not limited to it and can run 3.83a fine (albeit with lower framerate), i just feel like using it.
Blue Shadow wrote:There's [wiki]Thing_Raise[/wiki]...
I'll check that out, thanks!

Re: [ZScript] Simulate RaiseActor() in older versions of GZD

by Graf Zahl » Tue Nov 12, 2019 7:37 am

May I ask what's so particular about 3.2.5? Is there anything specific limiting you to precisely that version?

Re: [ZScript] Simulate RaiseActor() in older versions of GZD

by Blue Shadow » Tue Nov 12, 2019 7:35 am

There's [wiki]Thing_Raise[/wiki]...

[ZScript] Simulate RaiseActor() in older versions of GZDoom

by Tartlman » Tue Nov 12, 2019 7:05 am

I'm trying to make a thing where an actor raises through a thinker, without the need of another actor. RaiseActor() would be ideal for this, but unfortunately the version of GZDoom i'm doing this for (3.2.5) doesn't have that function. Simply setting its health back to max and setting its state to raise doesn't work too well either - it keeps some properties of a corpse, which is (obviously) undesirable. Any suggestions?

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