Hi,
I use a custom player teleport function which works fine, but as soon as I add:
- Brutal Doom
- Project Brutality
- a Visor mod (UDV or Neko)
...to my load order, it stops working. It does not matter if I use Thing_Move() or Teleport(), in both cases the player actor does not get ported.
I did not find anything on this and it would be a real shame if my latest map would not play along with mentioned mods...
How can this be fixed?
Thing_Move() and Teleport() in Brutal Doom & PB
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
- wildweasel
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Re: Thing_Move() and Teleport() in Brutal Doom & PB
If you are modifying your player actor in any way to achieve the effect you're after, any mod that also replaces the player will fully replace whatever you've got going on.
Re: Thing_Move() and Teleport() in Brutal Doom & PB
I do indeed assign a TID to the player actor, yes.
Alright, I just checked the new player TID changed by mods with ActivatorTID() and got 800.
Adjusted my scripts - now it works!
Thanks a lot dude
Alright, I just checked the new player TID changed by mods with ActivatorTID() and got 800.
Adjusted my scripts - now it works!
Thanks a lot dude

Re: Thing_Move() and Teleport() in Brutal Doom & PB
UPDATE:
Since several mods change or add the player TID, I added a script to handle those eventualities:
This way, porting works in every combination of Brutal Doom / Project Brutality + NekosHud / UDV.
Since several mods change or add the player TID, I added a script to handle those eventualities:
Code: Select all
script 1 OPEN {
mytid = ActivatorTID();
Thing_ChangeTID(0, mytid);
}