[g85449a6] A_RadiusGive with huge distance and DV.wad MAP05

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.

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: [g85449a6] A_RadiusGive with huge distance and DV.wad MAP05

Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA

by Beed28 » Sun Jul 05, 2015 8:32 am

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?

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);
		}
	}
The radius of the actor's A_RadiusGive is 5120.

Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA

by Major Cooke » Mon Jun 29, 2015 7:12 pm

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

by NeuralStunner » Fri Jun 26, 2015 10:48 am

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
Not quite, unfortunately.Unless this was quietly changed at some point.

Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA

by Blue Shadow » Wed Jun 24, 2015 11:23 am

There is RGF_NOSIGHT, though...

Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA

by Gez » Wed Jun 24, 2015 10:28 am

Zhs2 wrote:Strangely enough, A_RadiusGive doesn't go through walls.
It's not strange. It uses the same system as radius damage.

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.

Re: [g85449a6] A_RadiusGive with huge distance and DV.wad MA

by Zhs2 » Wed Jun 24, 2015 10:09 am

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

by Gez » Wed Jun 24, 2015 7:14 am

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.

[g85449a6] A_RadiusGive with huge distance and DV.wad MAP05

by Beed28 » Tue Jun 23, 2015 7:07 pm

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?

Top