Code: Select all
SetActorPosition(1001, GetActorX(1000), GetActorY(1000), GetActorZ(1000)+16.0, 0);
Thing_Move(1001, 1000, 1);
Code: Select all
SetActorPosition(1001, GetActorX(1000), GetActorY(1000), GetActorZ(1000)+16.0, 0);
Thing_Move(1001, 1000, 1);
Code: Select all
script "Setup" enter
{
Thing_ChangeTID(0, 1000);
....
Code: Select all
script "Lightinside" OPEN
{
while (1) {
//SetActorPosition(1001, GetActorX(1000), GetActorY(1000), GetActorZ(1000)+16.0, 0);
Thing_Move(1001, 1000, 1);
Delay(1);
}
}
Cool, thanks.
I thought that was strange too, but since I don't know programming I thought it was for a good reason.Graf Zahl wrote:Nevertheless, who designed such a versatile function and forgot something as essential as a parameter to set what actor is supposed to be moved...
That's ok, this mod won't be done in a long while yet. Just that you're fixing stuff like this is great.Graf Zahl wrote:I'm afraid, for that you'll have to wait for the next GZDoom devbuild. Turns out that the light list was not updated when a light got moved around.