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IDProjectCategoryView StatusLast Update
0000171Gameplay + OpenGL[All Projects] Featurepublic2017-02-13 14:35
ReporterLud 
Assigned To 
PrioritynormalSeverityfeatureReproducibilityN/A
Status closedResolutionduplicate 
Summary0000171: Allow UDMF to change Thing variables. (Arguments-like)
DescriptionSince apparently it's not possible to have more than 5 Args for a Thing, I believe it'd be quite helpful to have some other way of setting certain custom actor variables used in DECORATE/ZScript expressions on map start. Why? Well, that'd be useful for making universal actors that take a lot of arguments so they are customizable.

Of course, if the DECORATE/ZScript code eventually replaces the starting value, the old one will not come back until map restart.
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Lud

Lud

2017-02-03 17:04

reporter   ~0000343

Just a note, I have no idea if what the title suggests is possible. I have no other ideas on how to do what I have requested and don't know how to formulate a summary, so you might wanna just ignore the title and read the description. It makes more sense.
Graf Zahl

Graf Zahl

2017-02-04 09:30

administrator   ~0000364

Maybe later.
ZZYZX

ZZYZX

2017-02-08 15:13

reporter   ~0000438

Last edited: 2017-02-08 15:40

View 5 revisions

I think you already can do this for DECORATE user variables. You can set user_... in custom tab of the "Edit thing" dialog in GZDB.
It even adds these automatically, like here: http://i.imgur.com/4sdQECy.png
(variable declared as "var int user_test;")

This is probably not possible in ZScript though, because ZScript has no concept of "user variable" altogether.
Update: it actually also works in ZScript, if you prepend your field name with user_. Now that this is clarified going to go and update GZDB so that it automatically picks these fields up as well.
Update2: it won't work for non-int variables though. Graf pls add string/double/float/whatever support :)

Xaser

Xaser

2017-02-13 14:35

developer   ~0000552

I'm afraid the OP skirted around what the real benefit to this would be: directly overriding actor properties (e.g. Health, Alpha, RenderStyle, etc.) in UDMF.

As mentioned, a more limited form of this sorta exists (user_ variables), but that requires explicit coding in the actor to enable (and it's a bit roundabout, not to mention the int-only limitation) compared to being able to set the property directly.

Issue History

Date Modified Username Field Change
2017-02-03 16:55 Lud New Issue
2017-02-03 17:04 Lud Note Added: 0000343
2017-02-04 09:30 Graf Zahl Status new => on hold
2017-02-04 09:30 Graf Zahl Note Added: 0000364
2017-02-08 15:13 ZZYZX Note Added: 0000438
2017-02-08 15:16 ZZYZX Note Edited: 0000438 View Revisions
2017-02-08 15:23 ZZYZX Note Edited: 0000438 View Revisions
2017-02-08 15:24 ZZYZX Note Edited: 0000438 View Revisions
2017-02-08 15:40 ZZYZX Note Edited: 0000438 View Revisions
2017-02-13 13:09 Graf Zahl Status on hold => closed
2017-02-13 13:09 Graf Zahl Resolution open => duplicate
2017-02-13 14:35 Xaser Note Added: 0000552