PROP_TOTALLYFROZEN and UseInveintory() issues

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Expand view Topic review: PROP_TOTALLYFROZEN and UseInveintory() issues

Re: PROP_TOTALLYFROZEN and UseInveintory() issues

by Nash » Thu Mar 08, 2012 8:07 pm

Thanks!

Re: PROP_TOTALLYFROZEN and UseInveintory() issues

by randi » Thu Mar 08, 2012 7:56 pm

Fixed.

Re: PROP_TOTALLYFROZEN and UseInveintory() issues

by Nash » Fri May 13, 2011 4:50 pm

I understand that totally frozen also disables normal inventory usage (in other words, player-decided), but IMO, UseInventory() is a "brute force" kind of function that would typically be used to make the player use an inventory item in out-of-regular-play kind of situations...

EDIT: Well okay, I kinda hacked around this by rewriting my engine a bit so the UseInventory() is called just a tic before totally frozen if applied.

I guess this doesn't matter much to ME anymore... so it's up to the devs if they feel this is an issue or not. I won't be pestering them about this anymore. :)

Re: PROP_TOTALLYFROZEN and UseInveintory() issues

by Demolisher » Fri May 13, 2011 8:36 am

Definitely a bug in my opinion, inventory operations are separate from the game loop I thought? If its use can't be detected with GetPlayerInput, then why is it blocked?

PROP_TOTALLYFROZEN and UseInveintory() issues

by Nash » Thu May 12, 2011 11:36 am

When the player is totally frozen, all calls to [wiki]UseInventory[/wiki] doesn't work.

I don't think this is right. There may be legitimate situations where the player is totally frozen, but still have an item be forcibly used for whatever purposes depending on the context of the situation.

For example, I have coded a from-scratch player movement using ACS, that relies on the player to be totally frozen so that all input functions are handled manually.

(Please don't tell me not to do this, the mod I'm making is not Doom-like and does require custom movement behaviour)

In the main loop, I am constantly calling UseInventory to spawn a hitscan from the player, which detects what object is under the player's crosshair. This is for an item pickup system like in Oblivion (for example), where you can pick up items by making sure it's under your crosshair, then pressing a button to pick it up.

With the current behaviour, when I activate my custom player movement, I can no longer pick up items.

Please consider. I don't think there are many mods out (if at all) that rely on this old (and IMO, broken) behaviour.

EDIT: Here's the project in question - http://forum.zdoom.org/viewtopic.php?f=19&t=29706

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