by Siberian Tiger » Sun Mar 20, 2016 3:32 am
I seem to have hit a nice issue where - if I add two THING's with "Actor Hits Floor" using the action 'Thing_Stop's at two different sector locations, it can cause one sector to completely ignore the ThrustThing(z) instructions. If I remove the THING that contains 'Thing_Stop' and re-add it, the other sector containing the 'THING_STOP' THING will then ignore the ThrustThing(z) instructions - despite that it previously worked.
Will I need to abandoned THING's containing "Actor hits floor" sector and go hope that ACS resolves this issue?
EDIT:
The ACS idea will not suffice as I would need more arguments than what is allowed, which it seems to be three. I would need these types of arguments: Force for ThrustThing, direction for ThrustThing, force for ThrustThingZ, Sound toggle, and lastly THING tag for host sound, atleast this is what I can think of at the present moment of what I would need - if I switched from THING actions to ACS. ACS would not suffice for this sort of task.
I have uploaded a gutted version of TGRDM3 which only contains one map with the affected issues with the jump pads not working correctly. Perhaps I am doing something wrong and made a mistake somewhere. However, it is better to have additional pair of eyes and check my work and make sure that everything is okay.
TGRDM3: LETS MAKE JUMP PADS GREAT AGAIN!!! edition
Directions:
EDIT: Links expired
I seem to have hit a nice issue where - if I add two THING's with "Actor Hits Floor" using the action 'Thing_Stop's at two different sector locations, it can cause one sector to completely ignore the ThrustThing(z) instructions. If I remove the THING that contains 'Thing_Stop' and re-add it, the other sector containing the 'THING_STOP' THING will then ignore the ThrustThing(z) instructions - despite that it previously worked.
Will I need to abandoned THING's containing "Actor hits floor" sector and go hope that ACS resolves this issue?
[b][u]EDIT:[/u][/b]
The ACS idea will not suffice as I would need more arguments than what is allowed, which it seems to be three. I would need these types of arguments: Force for ThrustThing, direction for ThrustThing, force for ThrustThingZ, Sound toggle, and lastly THING tag for host sound, atleast this is what I can think of at the present moment of what I would need - if I switched from THING actions to ACS. ACS would not suffice for this sort of task.
I have uploaded a gutted version of TGRDM3 which only contains one map with the affected issues with the jump pads not working correctly. Perhaps I am doing something wrong and made a mistake somewhere. However, it is better to have additional pair of eyes and check my work and make sure that everything is okay.
TGRDM3: LETS MAKE JUMP PADS GREAT AGAIN!!! edition
[b][u]Directions:[/u][/b]
[list]
[spoiler=Where to go][/spoiler]
[*]Once GZDoom loads the PK7, go to the console and goto map 'AMISERY'
[code]map amisery[/code]
[*]From start, go to the outside and head towards the other building.
[*]In the building, go to your left and you should see the orange jump pads.
[list]
These jumping pads are broken and should be examined.
[/list][/list]
EDIT: Links expired