Comments (11)
If I understand this correctly, this is a PlayerPawn, right? In that case it's not possible to change height, because it will restore it each tick based on the crouch factor.
from gzdoom.
Yes, the player is based on PlayerPawn.
Very bad .. Tell me is it possible to add to in function A_SetSize (..., bool ingnore CrouchFactor)?
Unfortunately, the standard Crouch factor is not very convenient to modify the player crouching.
arg like "bool ingnore CrouchFactor" very usefull for create custom Crouch state which could change the height of the player.
from gzdoom.
It's not that easy. Allowing this will require some deeper changes in the player logic.
from gzdoom.
Thanks for the answer.
I only hope that in the future it will be possible to dynamically change the height of the player in the State.
from gzdoom.
Ooof. This bug is being painful to me as well. I think getting this fixed would make things a lot easier rather than dealing with 2 morphs as once.
from gzdoom.
Don't expect any quick solutions. This one involves some heavy refactoring of player logic.
from gzdoom.
I circumvent this by simply setting height every tic, and this is probably that exact bug that causes the problem that I've mentioned in ZScript discussion thread, with AttackZOffset constantly going back to it's old value. So that one doesn't need investigation now.
from gzdoom.
It actually still does need investigating, because that's more processing time still being added. Remember, it has to reset the blockmap. And that's the very thing that was causing NOINTERACTION to lag.
from gzdoom.
"simply setting height every tic"
A_SetSize, do not change the height of the player's hitbox! Even if you write A_SetSize everywhere in every tick.
This script shows the change in the height of the player, but in fact its height does not change!
script "test" ENTER {
while (TRUE) {
PrintBold(s:"height ",d:GetActorProperty(0,APROP_Height),s:"\nRadius ",d:GetActorProperty(0,APROP_Radius),s:"\n\nheightF ",f:GetActorProperty(0,APROP_Height),s:"\nRadiusF ",f:GetActorProperty(0,APROP_Radius));
Delay(1);}
}
To check, download the MAP test:
https://goo.gl/4c3gRh
and try to pass under a ceiling or a custom invisible bridge (Z height of the bridge = 10 and the ceiling height = 10). When a player is walking, his the height = 5
from gzdoom.
...Of course it does that when you use ACS. ACS lags behind, but not zscript.
from gzdoom.
Moved to Mantis tracker.
from gzdoom.
Related Issues (20)
- [BUG] SetSkyScrollSpeed value is not stored in savegames.
- [BUG] [BUG] A_SetAnimation in weapon states doesn't affect the first person model HOT 2
- [Feature] Hold for overlay map, click for full map
- [BUG] Backend console weird behavior on machines which are having HVC0 enabled - status bar
- [BUG] Actor.DisableLocalRendering does not disable Actor Lights set by gldefs HOT 1
- [BUG] Exiting with 'Q' while waiting for other players crashes
- [BUG] Multi-player: host opens windows before all players are connected - bad with fullscreen HOT 5
- [BUG] Mouse movement buffering during screen wipes
- [BUG] Save list doesn't start scrolled to currently selected save
- [BUG] Down arrow can't move cursor after clicking in main menu
- [BUG] Deterministically rendering black world geometry/sprites/models HOT 6
- [Feature] Add GetUDMFInt, String, and Float to Vertex structs
- [BUG] Legacy of Rust (id1.wad) flamethrower crash with newer linux gcc libs HOT 19
- [BUG] ZDBSP requires command-line parameters in a specific order to produce compressed extended nodes HOT 1
- [BUG] A_RadiusDamage not functioning as intended on 4.12.X HOT 3
- [Feature] Option to define a null TextureID
- [BUG] invisible walls inside some doors in gzdoom 4 HOT 1
- [Feature] Sorting game titles in launcher
- [Feature] Allow launcher to show Kex version as separate just like Original, BFG & Unity HOT 4
- [Feature] Expose PSPrite's stencilcolor or add A_OverlayShade/SetShade method
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from gzdoom.