Search found 31 matches
- Wed Oct 31, 2018 3:35 pm
- Forum: Scripting
- Topic: [ZScript] Confusion over MoveFloor and MoveCeiling
- Replies: 9
- Views: 1008
Re: [ZScript] Confusion over MoveFloor and MoveCeiling
This frankly raises even more questions. What is the closest honestly-public equivalent of functions in question? I can't find any "launch movement thinker" functionality in the Sector class, which seems the most logical place to look for that to me. All I can see is these two. Also, since there is ...
- Tue Oct 30, 2018 2:17 pm
- Forum: Scripting
- Topic: [ZScript] Confusion over MoveFloor and MoveCeiling
- Replies: 9
- Views: 1008
[ZScript] Confusion over MoveFloor and MoveCeiling
There are two particularly interesting, yet somewhat undocumented, methods in the Sector class, MoveFloor and MoveCeiling, which sound like they should work similarly. Here is my current understanding of them, based on very rough inspection of dsectoreffect.cpp and associated functions available to ...
- Tue Oct 30, 2018 1:06 pm
- Forum: Scripting
- Topic: [ZScript/ACS] Call script on map with map name?
- Replies: 7
- Views: 1177
Re: [ZScript/ACS] Call script on map with map name?
You can call ACS_ExecuteWhatever from ZScript, otherwise porting existing DECORATE code would be extremely painful. The "iterate levelnums" setup is sounds like it would probably result in player seeing the initial map transitions, which is extremely ugly. If you don't care about object activator ...
- Tue Oct 30, 2018 12:06 pm
- Forum: Closed Bugs [GZDoom]
- Topic: ZScript: Left hand side of Size must point to a class object
- Replies: 5
- Views: 967
Re: ZScript: Left hand side of Size must point to a class ob
Hmm. Is that a hint to engine developers, or something I'm supposed to unwrap myself?
- Tue Oct 30, 2018 12:04 pm
- Forum: Scripting
- Topic: Movement of SkyViewpoint and internal datakeeping
- Replies: 6
- Views: 459
Re: Movement of SkyViewpoint and internal datakeeping
Moving a spaceship sounds like exactly one of the weirder things I had in mind. I'll take a look at the examples, thank you both.
- Sun Oct 21, 2018 10:54 am
- Forum: Scripting
- Topic: Movement of SkyViewpoint and internal datakeeping
- Replies: 6
- Views: 459
Re: Movement of SkyViewpoint and internal datakeeping
Okay, so the case of it moving is considered, that's great.
This is not strictly necessary for my purposes, but what is the purpose of CurSector assignment if not "association with a single sector"? This line:
This is not strictly necessary for my purposes, but what is the purpose of CurSector assignment if not "association with a single sector"? This line:
Code: Select all
level.sectorPortals[0].mDestination = CurSector;
- Sun Oct 21, 2018 10:33 am
- Forum: Closed Bugs [GZDoom]
- Topic: ZScript: Left hand side of Size must point to a class object
- Replies: 5
- Views: 967
ZScript: Left hand side of Size must point to a class object
I'm not even sure how to comment on this. Here's a minimal example. Following ZScript version "3.4" class Foo { uint Bar(Array<Object> arr) { return arr.Size(); } } errors out with Script error, "arraybug.pk3:zscript.txt" line 5: Left hand side of Size must point to a class object Wrapping the array ...
- Sun Oct 21, 2018 9:30 am
- Forum: Scripting
- Topic: Movement of SkyViewpoint and internal datakeeping
- Replies: 6
- Views: 459
Movement of SkyViewpoint and internal datakeeping
If you have never thought to try that before, you can derive an actor class from SkyViewpoint and move it, and the result is that the skybox view will move accordingly. This allows some interesting effects, the sanest of which is changing an in-map skybox to another in-map skybox. With the simplest ...
- Tue Apr 10, 2018 12:54 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Parsing (?) crash with simulated array array
- Replies: 5
- Views: 1371
Re: Parsing (?) crash with simulated array array
Retested on the same computer, Windows 10 Home updated to 1709 16299.334, 32-bit to GZDoom 3.4pre-50-g3dd7f17de, 64-bit to GZDoom 3.4pre-55-g80f57dfaf (latest on DRD Team at time of testing). I don't know ZScript specs by heart, so I don't know if this is a bug being completely fixed, it is however ...
- Mon Sep 18, 2017 10:58 am
- Forum: Closed Bugs [GZDoom]
- Topic: Parsing (?) crash with simulated array array
- Replies: 5
- Views: 1371
Parsing (?) crash with simulated array array
Tested on 3.2-pre557 on Windows 10 Home 1703 15063.608, 64-bit and 32-bit. The "bad" version crashes before menu with report request. A very similar "good" version doesn't. A crash report is generated (attached is 64-bit version). "Good" code: version "2.5" class Foo : Object { Array<int> fu ...
- Sat Sep 16, 2017 2:16 pm
- Forum: Closed Bugs [GZDoom]
- Topic: ZScript uninitialised variables use a "random" value
- Replies: 16
- Views: 1538
Re: ZScript uninitialised variables use a "random" value
As you have said, this is not a bug, and I vote for keeping things working as is if opposed to automatic zeroing or something. Don't get me wrong, uninitialized variables can be a pain, but it's minimal, and in result people can learn the details on why things are as they are. If you know you want a ...
- Sat Sep 16, 2017 11:51 am
- Forum: Closed Bugs [GZDoom]
- Topic: Array shenanigans cause crash... or don't...
- Replies: 2
- Views: 517
Array shenanigans cause crash... or don't...
Tested on 3.2-pre557 on Windows 10 Home 1703 15063.608. 64-bit build outright crashes (EDIT: without crash report dialog), 32-bit build doesn't appear to show any symptoms. The expected result is a VM crash in BOTH cases, which is what happens if array is not subject to shenanigans before access ...
- Mon Sep 11, 2017 5:11 pm
- Forum: Scripting
- Topic: ZScript Discussion
- Replies: 1838
- Views: 223955
Re: ZScript Discussion
Thanks for attention involving the crash issue. It has been a confusing thing and I'm not sure if I'll manage to replicate it - it could very well be a missing null check regarding target pointer after an A_Look triggering. The thing is, GZDoom crashed on my command to exit, with regular Windows ...
- Sun Sep 10, 2017 5:35 pm
- Forum: Scripting
- Topic: ZScript Discussion
- Replies: 1838
- Views: 223955
Re: ZScript Discussion
Here's, uhh, stuff I came up after some experimentation with ZScript and reading up what's on wiki right now. What is the reason for discouraging of functions calling functions? Does it help at all to disassemble functions with common prologue into two functions called from states, or is that ...
- Thu Sep 07, 2017 9:09 am
- Forum: Editing (Archive)
- Topic: How do I fix monsters not working with portals?
- Replies: 6
- Views: 1086
Re: How do I fix monsters not working with portals?
Well, if that's the case, then wiki description of interactive portals is wrong at the moment - it explicitly says monsters looking through them work. I'll try to fix that soonish, but someone more knowledgeable with the specifics should probably refine the portals article then, as I will just ...