TeleportGroup bug

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4MaTC
Posts: 4
Joined: Wed May 05, 2021 12:44 am

TeleportGroup bug

Post by 4MaTC »

Hello!

I've encountered this bug while experimenting with teleportgroup action.

The problem is: when group of monsters gets teleported from source (unconnected to destination) sector they are aware (alerted) of player if player shot in this sector before using teleportgroup; even if there is no line of sight.

In version 4.6 it works as intended, in versions 4.7 and 4.8 this bug repeats.

Also, maybe you are aware of bug, that if teleport fog is true then actor angle keeps resetting to 0, but if fog is false then actor angle is unchanged.

So, i've made my own acs script (inside the wad) that uses SetActorPosition, instead of TeleportGroup, fog-angle problem is gone, but they keep teleporting awake if you shot in destination sector.

Replaces
MAP01.wad
(9.36 KiB) Downloaded 25 times
udm format
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Re: TeleportGroup bug

Post by Graf Zahl »

Works fine for me. Have you by any chance changed the compatibility preset to something more 'classic'?
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4MaTC
Posts: 4
Joined: Wed May 05, 2021 12:44 am

Re: TeleportGroup bug

Post by 4MaTC »

Just deleted the *.ini file and now it works. And i feel dumb now...
But i can swear there was an issue i discribed, i wouldn't waste my whole day making new script, searching for the problem, reading wiki, before posting here. And comp option was "default".

Sorry for false alarm then, i guess.
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Enjay
 
 
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Re: TeleportGroup bug

Post by Enjay »

Works for me too. I start a game, fire my pistol, walk into the square, the imps appear and just stand facing the corners until I do something that will wake them up (e.g. fire again).
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: TeleportGroup bug

Post by Graf Zahl »

Considering that deleting the INI helped I am fairly certain it was the monster alert compatibility option that caused it.

In original Doom monsters alert sectors, not actors. and if a monster is in an alerted sector it'll wake up. And sectors never lose their alert status.
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