ScriptCallTID

Moderator: GZDoom Developers

Post Reply
User avatar
Major Cooke
Posts: 8175
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

ScriptCallTID

Post by Major Cooke »

It's not possible to expand ScriptCall without breaking mods at all, so I think it's time for plan B. Simply put, it's the exact same as ScriptCall but with another parameter.

ScriptCallTID(TID, Classname, function, args)

If TID is 0, it's only the activator if they are the specific classname. That part's important because ScriptCall can already trigger all of them.

-----
Why?
ScriptCall triggers every single actor of the specified type, which is a waste of resources when, say, we only have 1 or 2 out of 50 of these actors we want to trigger.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49067
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: ScriptCallTID

Post by Graf Zahl »

ScriptCall doesn't 'trigger' anything, all it does is call a static function once with a given set of parameters.
What are you trying to do which doesn't work?
User avatar
Major Cooke
Posts: 8175
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: ScriptCallTID

Post by Major Cooke »

Oh. Must've misread it or mistaken it for another function. Nevermind. In that case I can just give the function call a TID specifically and carry one.

This can be closed.
Post Reply

Return to “Closed Feature Suggestions [GZDoom]”