custom TeleportFog

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BrickJove
Posts: 25
Joined: Thu May 27, 2021 7:54 am

Re: custom TeleportFog

Post by BrickJove »

@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.
Jarewill
 
 
Posts: 1853
Joined: Sun Jul 21, 2019 8:54 am

Re: custom TeleportFog

Post by Jarewill »

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?
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BrickJove
Posts: 25
Joined: Thu May 27, 2021 7:54 am

Re: custom TeleportFog

Post by BrickJove »

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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Enjay
 
 
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Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: custom TeleportFog

Post by Enjay »

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.
Jarewill
 
 
Posts: 1853
Joined: Sun Jul 21, 2019 8:54 am

Re: custom TeleportFog

Post by Jarewill »

Just tested it and it's correct, respawning items use ItemFog, so you will have to replace that instead.
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BrickJove
Posts: 25
Joined: Thu May 27, 2021 7:54 am

Re: custom TeleportFog

Post by BrickJove »

@Jarewill
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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Enjay
 
 
Posts: 26908
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: custom TeleportFog

Post by Enjay »

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. :lol:

Glad it's sorted. :thumb:

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