Summoned Actor Angle
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Summoned Actor Angle
Summoned actors always have an angle of 0. This patch makes the summoned actor face away from the player.
- Graf Zahl
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Re: Summoned Actor Angle
Even less useful if you can't summon a monster facing towards you.
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Re: Summoned Actor Angle
I would have thought it would be more useful since you can hide from the monster and activate it when you need to.
Re: Summoned Actor Angle
Actually, I'm a bit torn on this one. On one hand, I have actually found it very useful to know that a sumoned actor will always appear facing angle 0 when testing out a variety of things. On the other hand, I have sometimes found it frustrating to not be able to summon an actor facing a direction other than 0.
How about
summon [actor] [angle]
defaulting to 0 if angle is not provided?
How about
summon [actor] [angle]
defaulting to 0 if angle is not provided?
- BouncyTEM
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Re: Summoned Actor Angle
I happen to like Enjay's suggestion. That would certainly be the most useful.
Re: Summoned Actor Angle
Perhaps a third option to set whether the angle is relative to the player's view or the map?
Re: Summoned Actor Angle
You could also take a page out of puke's book and make it act differently based on whether the value is positive or negative.MG_Man wrote:Perhaps a third option to set whether the angle is relative to the player's view or the map?
e.g. "summon HellKnight 0" might spawn the actor facing East (Current behavior), "summon HellKnight 90" would face it south, "summon HellKnight -1" (or -360?) would summon it (close to) the same angle as the player is currently facing, thus spawning it with its back to the player, etc.
- Graf Zahl
- Lead GZDoom+Raze Developer
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- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Summoned Actor Angle
I'm moving this out of 'code submissions'.
It should be clear that the submission as it is won't be used so I consider it not present.
It should be clear that the submission as it is won't be used so I consider it not present.
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Re: Summoned Actor Angle
Sorry for the delay. The command now works like this:
The angle is relative to the player, so 'summon actor 0' will make the actor face away from the player and 'summon actor 180' will make it face the player. If no angle is specified then the default behaviour is assumed.
I also merged the duplicate summoning code into one, and each command calls that instead.
Code: Select all
summon <class name> <angle>
I also merged the duplicate summoning code into one, and each command calls that instead.
Re: Summoned Actor Angle
Done, though I opted to add these as new DEM commands so that old demos can continue to play. For future reference, changes like this also need some numbers in version.h bumped to prevent old versions of ZDoom from trying to play demos that have these.
- bagheadspidey
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Re: Summoned Actor Angle
Wrong thread? =/randy wrote:Done, though I opted to add these as new DEM commands so that old demos can continue to play. For future reference, changes like this also need some numbers in version.h bumped to prevent old versions of ZDoom from trying to play demos that have these.
Re: Summoned Actor Angle
No. He added the summon commands but he gave them new DEM codes so that the old summon* commands still exist for playing older demos. This is important for demo compatibility since these commands can be stored in and played back from demo files.bagheadspidey wrote:Wrong thread? =/
Code: Select all
--- zdoom/trunk/src/d_protocol.h 2008/10/21 02:27:21 1272
+++ zdoom/trunk/src/d_protocol.h 2008/12/16 01:23:44 1317
@@ -148,6 +148,9 @@
DEM_DELCONTROLLER, // 49 Player to remove from the controller list.
DEM_KILLCLASSCHEAT, // 50 String: Class to kill.
DEM_CONVERSATION, // 51 Make conversations work.
+ DEM_SUMMON2, // 52 String: Thing to fabricate, WORD: angle offset
+ DEM_SUMMONFRIEND2, // 53
+ DEM_SUMMONFOE2, // 54
};
// The following are implemented by cht_DoCheat in m_cheat.cpp
- bagheadspidey
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Re: Summoned Actor Angle
I get an error 500 when I click that link, but I see what you mean now. For some reason I thought demos were broken or something... my bad.
Re: Summoned Actor Angle
Yeah I removed the link 'cause it wasn't working anyway, and also I linked the wrong file. 
