Spoiler: original post re. gzdoom 3.6.0
WorldPortal(Pre)Crossed event handlers?
Moderator: GZDoom Developers
WorldPortal(Pre)Crossed event handlers?
This is a suggestion for WorldPortalPreCrossed and WorldPortalCrossed event handlers. These would work exactly like WorldLinePreActivated and WorldLineActivated, except they'd fire when an actor crosses a portal (as of 3.7.0, these line activation event handlers aren't triggered when crossing through a portal).
Re: WorldPortal(Pre)Crossed event handlers?
Made some major changes to this, as the behavior that sort of partly worked in 3.6.0 no longer works at all in 3.7.0. Bumping this in case it got missed.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: WorldPortal(Pre)Crossed event handlers?
It was never supposed to work for portals, actually. The changes probably come from straightening out some issues with the events.
Re: WorldPortal(Pre)Crossed event handlers?
Makes sense, no complaints here. Actually glad it changed before I committed to using it.
Still, it would be really useful to be able to detect these events. In my case I want to fill in some gaps in monster behavior, which involves monitoring portal crossings (I could have something running every tick instead, but this would be much cleaner and cheaper).
Still, it would be really useful to be able to detect these events. In my case I want to fill in some gaps in monster behavior, which involves monitoring portal crossings (I could have something running every tick instead, but this would be much cleaner and cheaper).