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Running scripts get carried to the next map with changemap
Posted: Thu Jul 30, 2009 18:30
by DoomerMrT
That's right; it is noticable for example when a script freezes a player then using changemap to an another map and the player(s) remains frozen. Happens in multiplayer!
Re: Running scripts get carried to the next map with changemap
Posted: Fri Jul 31, 2009 4:33
by solarsnowfall
Shouldn't this be posted over at the ZDoom forums?
Re: Running scripts get carried to the next map with changemap
Posted: Fri Jul 31, 2009 8:22
by Bishop
why dont you just add this script to your next map? ...
Code: Select all
script 1 ENTER
{
SetPlayerProperty(0, OFF, PROP_FROZEN) //removes "frozen" property if active
SetPlayerProperty(0, OFF, PROP_TOTALLYFROZEN) //removes "totallyfrozen" property if active
}
That way all players will be un-frozen by default at the start of a new map. You can do that basically with any property you want
Re: Running scripts get carried to the next map with changemap
Posted: Fri Jul 31, 2009 8:53
by DoomerMrT
Maybe a bugreport for Zdoom yes. Just headed immediately here because I noticed it in GZdoom.
@bishop: those lines won't solve the other scripts' effects that I haven't noticed yet. Anyway, that would be just a "sweep the problem under the carpet" solution.
Re: Running scripts get carried to the next map with changemap
Posted: Sun Aug 02, 2009 7:19
by Graf Zahl
It's a well-known effect that player properties are carried over from one map to the next.
If this got changed there'd be a lot of maps that'd suddenly develop problems. Changemap just initiates a normal level transition.