Quick question, how do I (or can I) give a defined actor class a DoomEdNum in ZScript. The old DECORATE way of just adding it to the end of the header line for the actor tells me it's an unexpected integer.
I know that the new way to add DoomEdNums is via MAPINFO but I was trying to add a new ZScript actor to a project that already has a few actors defined in DECORATE along with their DoomEdNums in their DECORATE definitions.
So rather than have two different systems (some Ednums in DECORATE and others in MAPINFO) or go through and edit all the DECORATE files to prune out DoomEdNums and transfer them to MAPINFO, I thought I'd try to give the ZScript definition an Ednum instead.
Possible?
Editnum in ZScript?
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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!)
Re: Editnum in ZScript?
AFAIK, no, it's been offloaded entirely to MAPINFO. Same for spawn numbers and conversation IDs.
Re: Editnum in ZScript?
Fair enough, thanks. I'll just have to decide which way I want to resolve this I guess. Maybe transferring everything to one place in MAPINFO makes sense anyway.
I guess this will be my afternoon...
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I guess this will be my afternoon...
cut/paste/cut/paste/cut/paste/cut/paste/cut/paste/cut/paste/
