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IDProjectCategoryView StatusDate SubmittedLast Update
0003152Zandronum[All Projects] Suggestionpublic2017-06-07 05:312017-11-20 08:41
ReporterMichaelis 
Assigned To 
PrioritynormalSeverityfeatureReproducibilityalways
StatusnewResolutionopen 
PlatformOSOS Version
Product Version3.0-beta 
Target VersionFixed in Version 
Summary0003152: Backport RGF_NOSIGHT for A_RadiusGive
DescriptionI want to give every monster on the map an inventory item.

With RGF_NOSIGHT, I just call A_RadiusGive from the center of map with huge radius, and know for sure that all monsters any relevant were covered.

Without RGF_NOSIGHT, I spawn thousands of actors in a grid in every 128x128 square that A_RadiusGive the item. Naturally, this is extremely slow, and still from 0 to 25% of monsters don't get covered.
Steps To Reproduce1. Run rgf_nosight.wad, map01
2. On map01, there's a replaced blue torch.
3. Wait for 2 seconds until it becomes green.
4. Imp should die.
Attached Files? file icon rgf_nosight.wad [^] (3,344 bytes) 2017-06-07 05:31

- Relationships

-  Notes
User avatar (0018043)
Konda (reporter)
2017-07-15 20:17

It would be nice if this was backported before 4.0. It's an essential tool for any kind of mod that wants to access all actors on the map and do something with them, like executing an ACS script that affects all weapons or monsters on the map.
User avatar (0018049)
Ivan (reporter)
2017-07-16 14:04

For a workaround, give all monsters a TID within a previously known range and iterate through them. That's going to be way faster than using A_RadiusGive because there won't be distance checks involved.
User avatar (0018052)
Konda (reporter)
2017-07-16 22:13

Ivan's solution relies on replacing all actors that would be otherwise affected by A_RadiusGive. The advantage of A_RadiusGive is that it gives you access to any actor, which enables support for actors introduced by another mod, and you have no control over other mods' actor definitions unless you create a patch mod that specifically targets mods on which to enable support.
User avatar (0018431)
Michaelis (reporter)
2017-10-04 13:13

Konda has outlined precisely the use for it.
Currently there's no way to change behavior of monsters that you don't provide yourself -- be it vanilla monsters or those present in a different mod loaded with yours.

If RGF_NOSIGHT was a thing, it would be possible to at least give them all a CustomInventory-based item that could do something in Pickup state, for example, launch an ACS script, that could do something else.
As an application example, I would use it to make a general damnums-like mod, making all monsters show damage dealt using floating numbers -- in a way compatible with vanilla, and any mods.
User avatar (0018899)
Polygon (reporter)
2017-11-20 08:41

I 100% STRONGLY Support backporting this in. Damage numbers is one thing but being able to do this can open up a whole world of new possibilities making modding even more dynamic!

Issue Community Support
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Supporters: Michaelis dbthanatos Korshun DoodGuy EnsaladaDeTomate Konda TheMisterCat Decay Polygon
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2017-06-07 05:31 Michaelis New Issue
2017-06-07 05:31 Michaelis File Added: rgf_nosight.wad
2017-07-15 20:17 Konda Note Added: 0018043
2017-07-16 14:04 Ivan Note Added: 0018049
2017-07-16 22:13 Konda Note Added: 0018052
2017-10-04 13:13 Michaelis Note Added: 0018431
2017-11-20 08:41 Polygon Note Added: 0018899






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