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Sector_SetDamage and 3D Floors.

Posted: Mon Nov 30, 2009 18:13
by Logan MTM
This hellish simbol is a 3D Floor with 1 unit:

Image

When i spawm any monster i call the following script to telefrag the player stand up over the simbol:
Script 169 (Int TFSector) // The "TFSector" is the sector control of the 3D Floor.
{
If (GameType() == GAME_NET_COOPERATIVE)
{
Sector_SetDamage(TFSector,999,1);
Delay(1);
Sector_SetDamage(TFSector,0,1);
}
}
This trick doesn't work in Skulltag. I think the sector control don't pass any effect to the 3D Floor in Skulltag.
If i'm right, what subversion of GZDoom make this possible?

Sorry by my crap english! ^^'

Re: Sector_SetDamage and 3D Floors.

Posted: Tue Dec 01, 2009 7:55
by Graf Zahl
It has always been in from the start. If that doesn't work in Skulltag I'd say it's a bug. I suspect it's related to the gamemode check. Have you tried without it?

Re: Sector_SetDamage and 3D Floors.

Posted: Tue Dec 01, 2009 8:22
by Logan MTM
Yes i did. Doesn't work. :cry:

In that exactly place you can notice this difference between Skulltag and GZDoom.

GZDoom = Death
Skulltag = Nothing

Re: Sector_SetDamage and 3D Floors.

Posted: Tue Dec 01, 2009 10:42
by Graf Zahl
Then best report it as a bug to the Skulltag devs. This is supposed to be deadly.

Re: Sector_SetDamage and 3D Floors.

Posted: Tue Dec 01, 2009 14:04
by Logan MTM
Thank you Graf!

Re: Sector_SetDamage and 3D Floors.

Posted: Wed Dec 23, 2009 22:31
by Logan MTM
Graf Zahl wrote:Then best report it as a bug to the Skulltag devs. This is supposed to be deadly.
Reported and Fixed!