https://zdoom.org/wiki/A_Warp
Wrong description for WARPF_BOB. It only accounts for bobbing of the warp-to actor. If the warped actor's has FLOATBOB flag, not only is bobbing phase unchanged, but it won't even appear in the correct position at the frame on which A_Warp is called, because A_Warp fully ignores its own bobbing.
ZDoom Wiki Thread
- Redneckerz
- Spotlight Team
- Posts: 1135
- Joined: Mon Nov 25, 2019 8:54 am
- Graphics Processor: Intel (Modern GZDoom)
-
- Posts: 40
- Joined: Mon Feb 13, 2023 1:34 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 7 x64
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: ZDoom Wiki Thread
https://zdoom.org/wiki/ZScript_actor_flags
> The only flags which cannot be changed this way are NOSECTOR and NOBLOCKMAP
Also COUNT* flags must be changed using A_ChangeCountFlags to update counts on the level.
https://zdoom.org/wiki/A_SpawnParticleEx
size is the diagonal size of the particle, so you must multiply the desired size of the side of the square by sqrt(2).
Due to a bug (I assume) particle textures appear rotated by 180 degrees, you need to set startroll to 180 and specify SPF_ROLL to counteract this.
[edit] Nevermind, found them, thanks
> The only flags which cannot be changed this way are NOSECTOR and NOBLOCKMAP
Also COUNT* flags must be changed using A_ChangeCountFlags to update counts on the level.
https://zdoom.org/wiki/A_SpawnParticleEx
size is the diagonal size of the particle, so you must multiply the desired size of the side of the square by sqrt(2).
Due to a bug (I assume) particle textures appear rotated by 180 degrees, you need to set startroll to 180 and specify SPF_ROLL to counteract this.
Do you have a link to an account of one of them? Forum lacks search field in member list. I wrote to Jekyll Grim Payne, he's the only one of them in admins list, but the message is still in Outbox, which probably means he didn't read it.
[edit] Nevermind, found them, thanks
Re: ZDoom Wiki Thread
https://zdoom.org/wiki/Functions
"You can place functions anywhere in your script file."
Is this accurate? You can't place functions inside numbered scripts - unless I'm doing something wrong.
"You can place functions anywhere in your script file."
Is this accurate? You can't place functions inside numbered scripts - unless I'm doing something wrong.
Re: ZDoom Wiki Thread
I notice on the Wiki page for the spotlight class ( https://zdoom.org/wiki/Classes:SpotLight ) that it says:
"This class doesn't define any unique properties, flags or fields; they are all contained in the DynamicLight class."
and on checking the DynamicLight page ( https://zdoom.org/wiki/Classes:DynamicLight ) it does have an explanation of some of the arguments for the spotlights.
However, one important thing is missing. The arguments for spotlights are different to most dynamic lights. Importantly color. Instead of being R,G,B,Intesity,[Intensity] like most lights, the spotlights' arguments are color, inner angle, outerangle, intensity, [intensity]. The angles thing is kind of covered, but I don't think either page explicitly/clearly states that these are the second and third arguments; it just says that the arguments exist. As far as I can see, there is no mention at all about the color argument (arg0).
Also, the format for the color argument is different to most uses of color in GZDoom. Instead of being three 0-255 R,G,B values, I *think* the spotlights take a single decimal number for color on arg0. Presumably this is because there aren't enough arguments available to do the usual RGB format because two arguments are taken up defining the angle.
So, anyway, as far as I can tell, the color argument is a decimal equivalent of the hex value of a color. e.g. White - R255, G255, B255 is FFFFFF in hex and that is 16777215 in decimal. I only figured/guessed that's how it works from finding a map where someone had used a spotlight and the color value was 16777215 and I asked Google to convert that to hex and got FFFFFF.
As you can tell from the above, I'm not fully confident in this information, and I'm also not sure which page would be best to add it to, or which section of whichever page would be best. But, the information doesn't seem to be there at the moment (or I can't find it) and it probably should be for anyone wanting to figure out how these lights work.
Is anyone able to make the appropriate changes?
Thanks.
"This class doesn't define any unique properties, flags or fields; they are all contained in the DynamicLight class."
and on checking the DynamicLight page ( https://zdoom.org/wiki/Classes:DynamicLight ) it does have an explanation of some of the arguments for the spotlights.
However, one important thing is missing. The arguments for spotlights are different to most dynamic lights. Importantly color. Instead of being R,G,B,Intesity,[Intensity] like most lights, the spotlights' arguments are color, inner angle, outerangle, intensity, [intensity]. The angles thing is kind of covered, but I don't think either page explicitly/clearly states that these are the second and third arguments; it just says that the arguments exist. As far as I can see, there is no mention at all about the color argument (arg0).
Also, the format for the color argument is different to most uses of color in GZDoom. Instead of being three 0-255 R,G,B values, I *think* the spotlights take a single decimal number for color on arg0. Presumably this is because there aren't enough arguments available to do the usual RGB format because two arguments are taken up defining the angle.
So, anyway, as far as I can tell, the color argument is a decimal equivalent of the hex value of a color. e.g. White - R255, G255, B255 is FFFFFF in hex and that is 16777215 in decimal. I only figured/guessed that's how it works from finding a map where someone had used a spotlight and the color value was 16777215 and I asked Google to convert that to hex and got FFFFFF.
As you can tell from the above, I'm not fully confident in this information, and I'm also not sure which page would be best to add it to, or which section of whichever page would be best. But, the information doesn't seem to be there at the moment (or I can't find it) and it probably should be for anyone wanting to figure out how these lights work.
Is anyone able to make the appropriate changes?
Thanks.