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View Revisions: Issue #2119 | [ Back to Issue ] | ||
Summary | 0002119: Server doesn't inform the client of actor TIDs with ACS Spawn/SpawnSpawn functions | ||
Revision | 2015-03-07 16:11 by haxmurderer | ||
Description | When spawning an actor with Spawn() or SpawnSpot() in ACS, one of the parameters you can pass is the "newtid" parameter, which automatically assigns the newly spawned actor the given TID. However, this TID is not sent to the client, and if used in any clientside scripts, ACS functions will behave as if the TID doesn't exist. A workaround is to immediately call Thing_ChangeTID(newtid, newtid) after using Spawn() or SpawnSpot(). I've confirmed that this does inform the client that the actor has the new TID. |
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Revision | 2015-03-09 20:52 by cobalt | ||
Description | When spawning an actor with Spawn() or SpawnSpot() in ACS, one of the parameters you can pass is the "newtid" parameter, which automatically assigns the newly spawned actor the given TID. However, this TID is not sent to the client, and if used in any clientside scripts, ACS functions will behave as if the TID doesn't exist. A workaround is to immediately call Thing_ChangeTID(newtid, newtid) after using Spawn() or SpawnSpot(). I've confirmed that this does inform the client that the actor has the new TID. |
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Revision | 2015-03-07 16:11 by haxmurderer | ||
Steps To Reproduce | In a server-side script, call Spawn("Imp", 8, 8, 8, 1). In a client-side script, call Print(d:GetActorX(1)) in a timer loop. Try this in multiplayer. The client-side script will always print 0, even as the imp walks around and changes its X coordinate. To test the workaround, add a Thing_ChangeTID(1, 1) after the Spawn() call on the server-side. |
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Revision | 2015-03-09 20:52 by cobalt | ||
Steps To Reproduce | In a server-side script, call Spawn("Imp", 8, 8, 8, 1). In a client-side script, call Print(d:GetActorX(1)) in a timer loop. Try this in multiplayer. The client-side script will always print 0, even as the imp walks around and changes its X coordinate. To test the workaround, add a Thing_ChangeTID(1, 1) after the Spawn() call on the server-side. |
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