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

PostPosted: Sun Sep 05, 2021 1:51 pm
by vedan77
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?

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

PostPosted: Sun Sep 05, 2021 2:02 pm
by wildweasel
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

PostPosted: Sun Sep 05, 2021 3:46 pm
by vedan77
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 :)

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

PostPosted: Mon Sep 06, 2021 2:25 am
by vedan77
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.