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Maikl_Russia has entered the game!
Joined: 18 Jul 2005 Location: RU
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Posted: Sat Oct 31, 2015 2:43 pm Post subject: [ACS] Thing_Deactivate do not affect at LostSouls. |
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Well, bug description is in a subject.
In ZDoom all works fine. |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Sat Oct 31, 2015 9:58 pm Post subject: |
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i believe that it has something to do with its flags |
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Maikl_Russia has entered the game!
Joined: 18 Jul 2005 Location: RU
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Posted: Mon Nov 02, 2015 10:34 am Post subject: |
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No any ideas - why. We just have a negative result when try deactivate LostSouls. |
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Memfis MemfisWatt
Joined: 29 Oct 2011
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Posted: Tue Nov 03, 2015 3:41 pm Post subject: |
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Must be because they don't have the "counts as monster" flag. You can solve this on your end by giving them that flag with a DEHACKED patch I suppose. |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Tue Nov 03, 2015 4:17 pm Post subject: |
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yep yep, theres bunch of reasons for that.... not big deal in fact, easy to workaround |
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Body-Guard Unstoppable!
Joined: 08 Jan 2006 Location: Hungary
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Posted: Wed Nov 04, 2015 11:51 am Post subject: |
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This is weird though. I see no reason for allowing deactivation only for actors with COUNTKILL flag. What about decorative objects like particle fountains? Do they have COUNTKILL as well? |
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Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
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Posted: Tue Jan 30, 2018 5:10 pm Post subject: |
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It's because in older versions of zdoom (as in "the version from where zdaemon hails") MF_COUNTKILL was used internally to detect if something is a monster. Fixed. |
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