Thing_Move() and Teleport() in Brutal Doom & PB

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Thing_Move() and Teleport() in Brutal Doom & PB

Postby vedan77 » Sun Sep 05, 2021 1:51 pm

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?
vedan77
 
Joined: 20 Aug 2021

Re: Thing_Move() and Teleport() in Brutal Doom & PB

Postby wildweasel » Sun Sep 05, 2021 2:02 pm

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.
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wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: Thing_Move() and Teleport() in Brutal Doom & PB

Postby vedan77 » Sun Sep 05, 2021 3:46 pm

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 :)
vedan77
 
Joined: 20 Aug 2021

Re: Thing_Move() and Teleport() in Brutal Doom & PB

Postby vedan77 » Mon Sep 06, 2021 2:25 am

UPDATE:

Since several mods change or add the player TID, I added a script to handle those eventualities:

Code: Select allExpand view
script 1 OPEN {
   mytid = ActivatorTID();
   Thing_ChangeTID(0, mytid);
}


This way, porting works in every combination of Brutal Doom / Project Brutality + NekosHud / UDV.
vedan77
 
Joined: 20 Aug 2021


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