@Enjay
The only error messages displayed are related to some monster states, where it claims I incorrectly used the NODELAY parameter. This is because each death animation for the enemies is a separate actor.
By the way, I'm using GZDoom version g4.12.2. Which version did you test with?
Maybe there's an undesired option active on my end. I've already searched the menu for anything related to "teleport" but couldn't find anything that might indicate that the original TeleportFog is always being called.
custom TeleportFog
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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Re: custom TeleportFog
Myself I was testing with 4.14.
I have to ask, how exactly are you teleporting the items?
Could you isolate this error in a simple wad file and upload it here?
I have to ask, how exactly are you teleporting the items?
Could you isolate this error in a simple wad file and upload it here?
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Re: custom TeleportFog
The actor has the Inventory.RespawnTics parameter.
Code: Select all
actor zbonus : PowerupGiver 10205
{
//$Category "JDecoration/Inventory"
Height 46
Inventory.PickupMessage "$GOTZBONUS"
Inventory.PickupSound "zappu"
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.ALWAYSRESPAWN
Inventory.RespawnTics 35
TeleFogSourceType "CustomTeleportFog"
Powerup.Type Speed
States
{
Spawn:
JPHO A -1
Stop
}
}
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Re: custom TeleportFog
Just a wild guess... This thing is respawning. It wouldn't be using the ItemFog actor rather than the TeleportFog actor would it? In your palette, they might look very similar.
I was also using 4.14 BTW, though the code is straight forward enough that any recent version should be OK.
I was also using 4.14 BTW, though the code is straight forward enough that any recent version should be OK.
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Re: custom TeleportFog
Just tested it and it's correct, respawning items use ItemFog, so you will have to replace that instead.
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Re: custom TeleportFog
@Jarewill
Thank you! I wouldn’t have thought of that at all; I didn’t even know that something like ItemFog existed.
Thank you! I wouldn’t have thought of that at all; I didn’t even know that something like ItemFog existed.
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Re: custom TeleportFog
In the vanilla game, respawning items are rarely seen. You normally only see them when playing multiplayer with items set to respawn. So the ItemFog itself is rarely seen. In an unaltered game, the sprites are very similar to the teleport fog ones, except that they have been coloured blue.
That's why, when I saw that your item was a respawning one, I thought about the ItemFog and the fact that your palette could perhaps disguise the fact that, natively, the fog is a different colour.
So many posts trying to figure out why your fog wasn't replacing the TeleportFog when it actually was doing that, it's just that we were all looking at the wrong fog actor in the first place.
Glad it's sorted.
That's why, when I saw that your item was a respawning one, I thought about the ItemFog and the fact that your palette could perhaps disguise the fact that, natively, the fog is a different colour.
So many posts trying to figure out why your fog wasn't replacing the TeleportFog when it actually was doing that, it's just that we were all looking at the wrong fog actor in the first place.

Glad it's sorted.
