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SetActivator(0, AAPTR_PLAYER_GETTARGET)
Moderator: GZDoom Developers
Code: Select all
SetActivator(0, AAPTR_PLAYER_GETTARGET)
I don't have an answer for that, I'm afraid. But in short, here's what's going on with the flag: the engine completely ignores actors with that flag when scanning for an aim-able actor. The used method of aiming (auto or manual) is irrelevant. That's why SetActivator does nothing in that case, as it couldn't find an aim-able actor.Sunbeam wrote:Is this the intended behaviour?
In such a case, you'd still need to create a bug report, not bump the old thread.However I used the old thread because it might have been relevant if this was not the intended behaviour.
Thanks for the clarification. Do you know any other way to get the actor under the player's crosshair?Blue Shadow wrote:the engine completely ignores actors with that flag when scanning for an aim-able actor. The used method of aiming (auto or manual) is irrelevant. That's why SetActivator does nothing in that case, as it couldn't find an aim-able actor.
Yes. However only if it was actually a bug.Blue Shadow wrote:In such a case, you'd still need to create a bug report, not bump the old thread.
Better to report something that's not actually a bug, than not report something that actually might be.Sunbeam wrote:Yes. However only if it was actually a bug.
Try [wiki]PickActor[/wiki], and see if it suits your needs. It does things differently to SetActivator in-terms of the whole getting an aim-able actor thing.Sunbeam wrote:Do you know any other way to get the actor under the player's crosshair?
Thanks! Sounds good. I will give it a try.Blue Shadow wrote:Try [wiki]PickActor[/wiki], and see if it suits your needs. It does things differently to SetActivator in-terms of the whole getting an aim-able actor thing.