WorldPortal(Pre)Crossed event handlers?

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gramps
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WorldPortal(Pre)Crossed event handlers?

Post by gramps »

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).
Spoiler: original post re. gzdoom 3.6.0
gramps
Posts: 300
Joined: Thu Oct 18, 2018 2:16 pm

Re: WorldPortal(Pre)Crossed event handlers?

Post by gramps »

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.
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Graf Zahl
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Re: WorldPortal(Pre)Crossed event handlers?

Post by Graf Zahl »

It was never supposed to work for portals, actually. The changes probably come from straightening out some issues with the events.
gramps
Posts: 300
Joined: Thu Oct 18, 2018 2:16 pm

Re: WorldPortal(Pre)Crossed event handlers?

Post by gramps »

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).
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