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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0003343 | Zandronum | [All Projects] Bug | public | 2017-11-20 10:52 | 2017-11-20 16:26 | ||||||||
Reporter | Borg | ||||||||||||
Assigned To | Torr Samaho | ||||||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||||||
Status | assigned | Resolution | open | ||||||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||||||
Product Version | 3.0 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0003343: BUMPSPECIAL does not work | ||||||||||||
Description | Sorry for the attitude but.... such things get on my nerves. Skulltag needed it for some CTF stuff or whatever. But it doesnt mean u cannot fix it correctly, like do checking for specific actors only, or even introduce Skulltag only flag like TFLAG flag... Please fix... | ||||||||||||
Additional Information | /* [BB] Zandronum keeps Skulltag's BUMPSPECIAL implementation for now. // Check for MF6_BUMPSPECIAL // By default, only players can activate things by bumping into them if ((thing->flags6 & MF6_BUMPSPECIAL) && ((tm.thing->player != NULL) || ((thing->activationtype & THINGSPEC_MonsterTrigger) && (tm.thing->flags3 & MF3_ISMONSTER)) || ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE)) ) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away { if (P_ActivateThingSpecial(thing, tm.thing)) thing->lastbump = level.maptime + TICRATE; } */ | ||||||||||||
Attached Files | |||||||||||||
Notes | |
(0018901) Edward-san (developer) 2017-11-20 13:25 |
Which maps are affected by this? Can you provide an example of this? |
(0018903) Borg (reporter) 2017-11-20 15:00 |
Nothing is affected, because it is this way from ages (Skulltag 0.98d probably?) I working on a mod and wanted to use BUMPSPECIAL and found it not working at all. So I fast looked up into sources and got suprised like hell.. No wonder, ppl use such stuff to workarond it. Script works every 15-20 ticks via ACS_ExecuteAlways.. And so much care about CPU and bandwidth usage i hear... // [Dusk] {9/27/12} Razor wire functionality script SC_RAZORWIRE (int myteam) { for (int i = 0; i < MAXPLAYERS; i++) { if (!PlayerInGame (i) || GetPlayerInfo (i, PLAYERINFO_TEAM) == myteam || GetActorHealth (3800+i) <= 0) continue; int dist = AproxDistance (0, 3800+i); if (dist > 64.0) continue; Thing_Damage (3800+i, 5, 0); GiveActorInventory (3800+i, "RazorWireSlow", 1); } } |
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Issue History | |||
Date Modified | Username | Field | Change |
2017-11-20 10:52 | Borg | New Issue | |
2017-11-20 13:25 | Edward-san | Note Added: 0018901 | |
2017-11-20 13:25 | Edward-san | Assigned To | => Edward-san |
2017-11-20 13:25 | Edward-san | Status | new => feedback |
2017-11-20 15:00 | Borg | Note Added: 0018903 | |
2017-11-20 15:00 | Borg | Status | feedback => assigned |
2017-11-20 16:26 | Edward-san | Assigned To | Edward-san => Torr Samaho |
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