(Help) Some modified Things code doesn't work in GZDoom

Ask about ACS, DECORATE, ZScript, or any other scripting questions here!
Forum rules
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!)
User avatar
Shotgun guy
Posts: 73
Joined: Sat Mar 24, 2018 5:35 am
Location: Hungary

Re: (Help) Some modified Things code doesn't work in GZDoom

Post by Shotgun guy »

_mental_ wrote:Where did you do this?

Code: Select all

Initial Health = 200
Max Health = 400
Max Armor = 400
Green Armor Class = 2
Blue Armor Class = 4 
Max Soulsphere = 400
Soulsphere Health = 200
Megasphere Health = 400
God Mode Health = 200
IDFA Armor = 400
IDFA Armor Class = 4
IDFA Armor = 400
IDKFA Armor Class = 4
Yes.
User avatar
ramon.dexter
Posts: 1562
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: (Help) Some modified Things code doesn't work in GZDoom

Post by ramon.dexter »

Shotgun guy wrote:
_mental_ wrote:Where did you do this?

Code: Select all

Initial Health = 200
Max Health = 400
Max Armor = 400
Green Armor Class = 2
Blue Armor Class = 4 
Max Soulsphere = 400
Soulsphere Health = 200
Megasphere Health = 400
God Mode Health = 200
IDFA Armor = 400
IDFA Armor Class = 4
IDFA Armor = 400
IDKFA Armor Class = 4
Yes.
Sorry for interrupting, but _mental_ is asking you where is this code defined. In which file. Give us the file name, where this is located. Not "yes".
_mental_
 
 
Posts: 3820
Joined: Sun Aug 07, 2011 4:32 am

Re: (Help) Some modified Things code doesn't work in GZDoom

Post by _mental_ »

It's excerpt from DEHACKED lump. I meant that Initial Health is not maximum player's health.
User avatar
Shotgun guy
Posts: 73
Joined: Sat Mar 24, 2018 5:35 am
Location: Hungary

Re: (Help) Some modified Things code doesn't work in GZDoom

Post by Shotgun guy »

I changed Max Health too. I forgot to say,that DeHacked.
_mental_
 
 
Posts: 3820
Joined: Sun Aug 07, 2011 4:32 am

Re: (Help) Some modified Things code doesn't work in GZDoom

Post by _mental_ »

You are asking why player's max health is 400, right? Like it was already said, you explicitly set it so in DEHACKED lump.
I don't really understand why this surprised you. For example, you can summon bunch of medikits and pick them up to confirm this value.
User avatar
Shotgun guy
Posts: 73
Joined: Sat Mar 24, 2018 5:35 am
Location: Hungary

Re: (Help) Some modified Things code doesn't work in GZDoom

Post by Shotgun guy »

I thinked,that Berserk give health to 200% and not to 400% Health. Max Health 400% with SoulSphere,MegaSphere and Health bonus.
_mental_
 
 
Posts: 3820
Joined: Sun Aug 07, 2011 4:32 am

Re: (Help) Some modified Things code doesn't work in GZDoom

Post by _mental_ »

Once again, in your mod player can go up to 400 hp with ANY healing pickup.
This is expected behavior.

I suggest you to figure out the meaning of particular DEHACKED options.
Or even better, get rid of DEHACKED and use DECORATE (or even ZScript) for everything.
User avatar
Shotgun guy
Posts: 73
Joined: Sat Mar 24, 2018 5:35 am
Location: Hungary

Re: (Help) Some modified Things code doesn't work in GZDoom

Post by Shotgun guy »

I edited so:

Code: Select all

TNT1 A 0 HealThing(200, 200)
And Berserk worked,but now Initial Health didn't work.
_mental_
 
 
Posts: 3820
Joined: Sun Aug 07, 2011 4:32 am

Re: (Help) Some modified Things code doesn't work in GZDoom

Post by _mental_ »

That's because DEHACKED changes for player and custom player class from DECORATE overlap.
This peculiarity could be assessed as a bug. The thing is it was always being like that AFAIK.
I suggested to stick with DECORATE only for a reason.
User avatar
Shotgun guy
Posts: 73
Joined: Sat Mar 24, 2018 5:35 am
Location: Hungary

Re: (Help) Some modified Things code doesn't work in GZDoom

Post by Shotgun guy »

More function work.
User avatar
Apeirogon
Posts: 1606
Joined: Mon Jun 12, 2017 12:57 am

Re: (Help) Some modified Things code doesn't work in GZDoom

Post by Apeirogon »

Dehacked, to be quite honest about it, is crutch. It was be invented to give to modders at least some instrument to change, again, at least something in original doom/doom2, when it dont have open source ports.

Decorate is instrument invented in/for (g)zdoom, which allow directly change and create ALL actor variables and effects, which cant be done in dehacked, even if you use large dehacked patch.
In compare to "miserable" dehacked, decorate is olympic marathon runner.

For (g)zdoom dehacked have higher value than decorate, because it programmed in such way, to have compatibility with old doom mods, which was created in first years of existing original doom.

In yours mod you using decorate and dehacked.
For (g)zdoom it means "use decorate, BUT ignore those parts of it, which conflicts with dehacked patch". In other words, you force olympic marathon runner use crutches to run marathon (42.195 kilomethers /26 miles 385 yards), and expect that runner run this distance for the same time as when he run without crutches.


All this time you, implicitly, you were asked "What you want to use, decorate or dehacked?".
If you wish to use dehacked you will have problem, such as berserk pack, which can increase you health up to 300, because dehacked dont gives you great control under thing that happens in mod, in (g)zdoom and on screen.
User avatar
Shotgun guy
Posts: 73
Joined: Sat Mar 24, 2018 5:35 am
Location: Hungary

Re: (Help) Some modified Things code doesn't work in GZDoom

Post by Shotgun guy »

I knew solve the problem. DeHacked I use on Ammo limit change,Keys,Texts and Miscellaneous. Decorated I use on add or Edit Weapons,Enemies,Items and Objects. I replaced MegaSphere for Blue Armor function,but it give normal.

Code: Select all

ACTOR UltraArmor : BlueArmor replaces BlueArmorForMegasphere
{
  Armor.SavePercent 100
  Armor.SaveAmount 400
}
_mental_
 
 
Posts: 3820
Joined: Sun Aug 07, 2011 4:32 am

Re: (Help) Some modified Things code doesn't work in GZDoom

Post by _mental_ »

All this is doable via dedicated GZDoom lumps in a much more clear and consistent way.

What you are wanted to replace, Megasphere, BlueArmor, or both?
From your code it's not quite obvious to figure out what you are trying to do.
User avatar
Shotgun guy
Posts: 73
Joined: Sat Mar 24, 2018 5:35 am
Location: Hungary

Re: (Help) Some modified Things code doesn't work in GZDoom

Post by Shotgun guy »

_mental_ wrote:All this is doable via dedicated GZDoom lumps in a much more clear and consistent way.

What you are wanted to replace, Megasphere, BlueArmor, or both?
From your code it's not quite obvious to figure out what you are trying to do.
Both.

Return to “Scripting”