Modifying and replacing DSDHacked actors
Moderator: GZDoom Developers
Modifying and replacing DSDHacked actors
I'm trying to work on a compatibility patch for a mapset that uses DSDHacked, but because of how a certain gameplay mod works, I need to modify and replace actors accordingly. However, DSDHacked actors are currently unable to be replaced or modified with ZScript or MAPINFO in the latest stable version of GZDoom, which means that enemies that use the DSDHacked slots can't be changed. Currently, if I try to replace a DSDHacked actor that uses the ~Dsdhacked~<number> scheme, the engine will refuse to start because of the tilde. Now, I know that these forums are practically a ghost town and there's a good chance no one's going to view this, but I still want to put my suggestion out there in case other authors want to add in compatibility with mapsets such as Eviternity II or Crusader.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49223
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Modifying and replacing DSDHacked actors
This is not possible directly in DECORATE or ZScript because DSDHacked gets applied after ZScript and DECORATE. These actors simply do not exist yet when your patch is run.
If you want to replace these you will have to use a CheckReplacement event handler.
If you want to replace these you will have to use a CheckReplacement event handler.
Re: Modifying and replacing DSDHacked actors
Using the CheckReplacement event handler didn't seem to work; the engine says that it can't find the DSDHacked actor's name. I appreciate the help, but I think I'm just going to go a different direction.