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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003152||Zandronum||[All Projects] Suggestion||public||2017-06-07 05:31||2018-10-08 10:21|
|Target Version||Fixed in Version|
|Summary||0003152: Backport RGF_NOSIGHT for A_RadiusGive|
|Description||I 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 Reproduce||1. 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||rgf_nosight.wad [^] (3,344 bytes) 2017-06-07 05:31|
|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.|
|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.|
|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.|
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.
|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!|
RGF_NOSIGHT was originally introduced inhttps://github.com/coelckers/gzdoom/commit/165d2887fd8bdab5e4f388c5db54e99c83e27488 [^] , and then fixed inhttps://github.com/coelckers/gzdoom/commit/31611c17d572e2aab109099d047e157fd51682cc [^] .
This extension alone would grant great amount of modability to Zandronum. Before anonymous functions and ZScript were introduced, A_RadiusGive was the GZDoom's solution for two years to many problems currently unsolvable in Zandronum v3.0.
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|Supporters:||Michaelis dbthanatos Korshun DoodGuy EnsaladaDeTomate Konda TheMisterCat Decay Polygon eagle Marcaek|
|Opponents:||No one explicitly opposes this issue yet.|
|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|
|2018-10-08 10:21||Michaelis||Note Added: 0020008|
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