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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000526||Gameplay + OpenGL||[All Projects] Feature||public||2017-04-02 17:40||2017-04-16 03:17|
|Status||resolved||Resolution||no change required|
|Summary||0000526: Want more Linedef actions which treat ID 0 as the activator line.|
|Description||I 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?
It would also be great if the sector ID of 0 on some of the sector actions in front of the activating linedef.
|Tags||No tags attached.|
|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.|
|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.|
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...
|It's not common practice but it had been done in the past.|
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.
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.
|Huh, really? Is that in the documentation?|
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.
|Oh, I understand that just fine. As I said, I thought it'd make mapping quicker...|
|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|