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IDProjectCategoryView StatusLast Update
0000526Gameplay + OpenGL[All Projects] Featurepublic2017-04-16 03:17
ReporterRockstarRaccoon 
Assigned To 
PrioritynormalSeverityminorReproducibilitysometimes
Status resolvedResolutionno change required 
Summary0000526: Want more Linedef actions which treat ID 0 as the activator line.
DescriptionI have some scripts I've been writing to be universalizable for destructible scenery and such, and I was noting how much of a pain it is when I have to use an ID for every one of them so the script will know what line called it. I know that there's a couple functions (like GetLineUDMF) which can call the line based on the activator if you pass 0, so I was wondering if you could use that for a few more commands?

Could you make passing 0 on the following ACS functions use the activating line?
- SetLineTexture
- Line_SetBlocking
- Line_SetTextureOffset
- SetLineSpecial
- Line_SetPortal

It would also be great if the sector ID of 0 on some of the sector actions in front of the activating linedef.
- Floor_LowerByValue
- Floor_RaiseByValue
- Ceiling_LowerByValue
- Ceiling_RaiseByValue
- Light_ChangeToValue
- Light_Fade
TagsNo tags attached.

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RockstarRaccoon

RockstarRaccoon

2017-04-02 17:41

reporter   ~0001223

Note that the way I've asked for this isn't so much optimal for what I'm using it for, it's just the way that seems to have the most versatile application.
Graf Zahl

Graf Zahl

2017-04-03 02:35

administrator   ~0001225

For sector specials this can be done. For line specials not. The reason is that Hexen treats 0 as a valid line ID and I know some mods which use this.
RockstarRaccoon

RockstarRaccoon

2017-04-03 16:35

reporter   ~0001232

Well damn... That sucks... And I guess you want to keep compatibility... Personally, I think using an ID of 0 like that is bad practice, but if it's common practice...

Maybe we could get a feature in to add some way for me to default my functions to the calling line when they're passed 0? It really would make them a lot simpler to use...
Graf Zahl

Graf Zahl

2017-04-05 08:34

administrator   ~0001249

It's not common practice but it had been done in the past.
RockstarRaccoon

RockstarRaccoon

2017-04-05 21:21

reporter   ~0001253

I didn't even realize that it was a thing that could be done: it seems like a terrible idea. Like I said, what I REALLY want is a way to utilize aspects of the activator line, so that I can make these standardized library things that don't necessarily need every line involved to have its own tag or to pass it.

A way to give the activating line a unique ID on the fly and use that would be helpful, as would a way to get the activating line's ID (which I feel exists, but I'm saying it out loud here) The most helpful thing though would be to be able to use Index 0 as a go to for "activator" in more cases than currently exist.
Graf Zahl

Graf Zahl

2017-04-14 17:59

administrator   ~0001379

Last edited: 2017-04-14 18:01

View 2 revisions

I just checked and everything that can do it already allows backside activation.

Lights are out because there are maps that use tag 0 as 'everything untagged' to create a lighting effect throughout the map.

RockstarRaccoon

RockstarRaccoon

2017-04-15 05:23

reporter   ~0001384

Huh, really? Is that in the documentation?
Graf Zahl

Graf Zahl

2017-04-15 05:44

administrator   ~0001385

No, but I checked some old maps. Unlike floor and ceiling movers, the effect of a light change are relatively benign.

Never forget that what may be convenient to you can break other people's map and I have to weigh between both sides.
RockstarRaccoon

RockstarRaccoon

2017-04-16 03:17

reporter   ~0001405

Oh, I understand that just fine. As I said, I thought it'd make mapping quicker...

Issue History

Date Modified Username Field Change
2017-04-02 17:40 RockstarRaccoon New Issue
2017-04-02 17:41 RockstarRaccoon Note Added: 0001223
2017-04-03 02:35 Graf Zahl Note Added: 0001225
2017-04-03 16:35 RockstarRaccoon Note Added: 0001232
2017-04-05 08:34 Graf Zahl Note Added: 0001249
2017-04-05 21:21 RockstarRaccoon Note Added: 0001253
2017-04-14 17:59 Graf Zahl Note Added: 0001379
2017-04-14 17:59 Graf Zahl Status new => resolved
2017-04-14 17:59 Graf Zahl Resolution open => no change required
2017-04-14 18:01 Graf Zahl Note Edited: 0001379 View Revisions
2017-04-15 05:23 RockstarRaccoon Note Added: 0001384
2017-04-15 05:44 Graf Zahl Note Added: 0001385
2017-04-16 03:17 RockstarRaccoon Note Added: 0001405