Spawning Conditions
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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!)
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- Posts: 442
- Joined: Wed Dec 22, 2021 7:02 pm
- Graphics Processor: Intel (Modern GZDoom)
- Location: Medellin, Colombia
Re: Spawning Conditions
looks like you clipped off part of an IF statement. Check your code against what I posted and you'll see it
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- Posts: 157
- Joined: Sun Nov 04, 2018 4:57 pm
Re: Spawning Conditions
My apologies. I did fix it, but the error remains the same. The game isn't recognizing those two specific identifiers.
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- Posts: 442
- Joined: Wed Dec 22, 2021 7:02 pm
- Graphics Processor: Intel (Modern GZDoom)
- Location: Medellin, Colombia
Re: Spawning Conditions
both identifiers are created in the IsPlayerLooking function
so if it's not finding them it's because you changed something
Code: Select all
bool isPlayerLooking(int PlayNum)
{
if (!players[playnum].mo.CheckSight(self, SF_IGNOREVISIBILITY | SF_SEEPASTSHOOTABLELINES | SF_SEEPASTBLOCKEVERYTHING | SF_IGNOREWATERBOUNDARY)) return false;
double PlayAng = players[playnum].mo.angle; // PlayAng is created here
double AngleToMe = players[playnum].mo.AngleTo(self);
double AngleDiff = AbsAngle(AngleToMe, PlayAng); // AngleDiff is created here
double PlayFovRange = players[playnum].fov / 2;
return AngleDiff < PlayFovRange;
}
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- Posts: 157
- Joined: Sun Nov 04, 2018 4:57 pm
Re: Spawning Conditions
Okay, so I guess maybe somethin' is case or space sensitive. I usually prefer to write a certain way to make it easier for me to read, but I'll keep workin' on it 'til I find the issue. Thank you again for the help.Sir Robin wrote: both identifiers are created in the IsPlayerLooking function
so if it's not finding them it's because you changed something
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- Posts: 157
- Joined: Sun Nov 04, 2018 4:57 pm
Re: Spawning Conditions
Yes, I found what I missed. I didn't see the "return false;" you added to the if conditional 'cause the page cut if off. I thought the if conditional you were referrin' to was the one fore it. So it works now, but I have to revise the ACS if/else conditional. But that I can do. Thanks for the help. I think it's goin' to work now.