WorldPortal(Pre)Crossed event handlers?

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Expand view Topic review: WorldPortal(Pre)Crossed event handlers?

Re: WorldPortal(Pre)Crossed event handlers?

by gramps » Fri Dec 28, 2018 1:41 pm

Makes sense, no complaints here. Actually glad it changed before I committed to using it.

Still, it would be really useful to be able to detect these events. In my case I want to fill in some gaps in monster behavior, which involves monitoring portal crossings (I could have something running every tick instead, but this would be much cleaner and cheaper).

Re: WorldPortal(Pre)Crossed event handlers?

by Graf Zahl » Fri Dec 28, 2018 1:12 pm

It was never supposed to work for portals, actually. The changes probably come from straightening out some issues with the events.

Re: WorldPortal(Pre)Crossed event handlers?

by gramps » Fri Dec 28, 2018 12:59 pm

Made some major changes to this, as the behavior that sort of partly worked in 3.6.0 no longer works at all in 3.7.0. Bumping this in case it got missed.

WorldPortal(Pre)Crossed event handlers?

by gramps » Thu Dec 27, 2018 2:17 am

This is a suggestion for WorldPortalPreCrossed and WorldPortalCrossed event handlers. These would work exactly like WorldLinePreActivated and WorldLineActivated, except they'd fire when an actor crosses a portal (as of 3.7.0, these line activation event handlers aren't triggered when crossing through a portal).
Spoiler: original post re. gzdoom 3.6.0

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