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rhinoduck Potatoes
Joined: 22 Oct 2012
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Posted: Sat Apr 29, 2017 5:40 pm Post subject: Thing_Deactivate() doesn't work on lost souls |
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Calling Thing_Deactivate() on a LostSoul actor from ACS does nothing.
Test wad: acstest-souldeactivate.zip
1) Spawn a lost soul by doing: puke 1 <x> <y> <tid>
(<tid> will be assigned to the spawned soul)
2) Try to deactivate it by doing: puke 2 <tid> 1
(use the tid from previous step)
(the second parameter to this script is a boolean value which toggles between Thing_Deactivate() [true] and Thing_Activate() calls [false].
This has been verified to work correctly in ZDoom 2.8.1; in ZDaemon, the soul won't be deactivated in neither SP, nor CS mode. |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Sun Apr 30, 2017 11:05 am Post subject: |
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Duplicated topic of : http://forums.zdaemon.org/viewtopic.php?t=16500
All the Thing_Deactivate does is setting DORMANT flag on actor.
There was a talk
http://forums.zdaemon.org/viewtopic.php?t=16328&sid=8876b08fad4fe067d973055d8cb3fe96
I wonder if giving it such a flag would help it?
Yet it seems it should be same:
https://zdoom.org/wiki/Classes:LostSoul
Code: | IMPLEMENT_ACTOR (ALostSoul, Doom, 3006, 110)
PROP_SpawnHealth (100)
PROP_RadiusFixed (16)
PROP_HeightFixed (56)
PROP_Mass (50)
PROP_SpeedFixed (8)
PROP_Damage (3)
PROP_MaxPainChance
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY)
PROP_Flags2 (MF2_MCROSS|MF2_PUSHWALL|MF2_PASSMOBJ)
PROP_Flags3 (MF3_ISMONSTER)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (TRANSLUC75)
PROP_SpawnState (S_SKULL_STND)
PROP_SeeState (S_SKULL_RUN)
PROP_PainState (S_SKULL_PAIN)
PROP_MissileState (S_SKULL_ATK)
PROP_DeathState (S_SKULL_DIE)
PROP_AttackSound ("skull/melee")
PROP_PainSound ("skull/pain")
PROP_DeathSound ("skull/death")
PROP_ActiveSound ("skull/active")
END_DEFAULTS |
...Now this is weird,
I wonder what APROP_ISDORMANT will print out, aka if the lostsoul has the flag or not, or its not working on it correctly.
And what happens if LostSoul placed in-map is given DORMANT property via map editor? |
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Ronald Rontard
Joined: 17 Aug 2005 Location: Netherlands Clan: [QnB]
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Posted: Sat May 06, 2017 10:52 pm Post subject: |
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Tested it the other day and I can confirm this. |
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Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
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Posted: Tue Jan 30, 2018 5:11 pm Post subject: |
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Fixed. Thanks for the wad rhinoduck. |
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