Talk:Actor flags

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Upcoming deprecations

Per http://forum.zdoom.org/potato.php?p=275082, SHORTMISSILERANGE and LONGMISSILERANGE will be deprecated if and when randy ever releases a new version of ZDoom. (2.1.8) HotWax

Those aren't tag...

(When a flag is given by a combo, the combo is indicated in parentheses after the flag name.) --Gez 09:50, 30 July 2008 (UTC)

Should flags be classed as Deprecated?

I don't think flags should be classed as deprecated simply because they still have their uses in states. What I'm talking about is A_ChangeFlag. For example, there's no action function for turning low gravity on or off. You have to change the lowgravity flag.


Use A_SetGravity instead! There's even A_NoGravity, A_Gravity and A_LowGravity! These flags are deprecated because they might no longer work as expected. (Graf Zahl)

Ooh I had no idea that existed (and was afraid to suggest it cause of all the WFDS) --Cutty 10:00, 11 September 2008 (UTC)

Missing flags

EXPLOCOUNT is not listed here in this article! --Printz 08:13, 16 February 2010 (UTC)

Have you thought about adding it yourself instead of whining? --Gez 09:47, 16 February 2010 (UTC)
I wasn't sure it was supported for everything. I didn't have time to verify. --Printz 08:12, 18 February 2010 (UTC)

MISSILEMORE <=> MinMissileChance

Are MISSILEMORE and MISSILEEVENMORE flags equivalent to some values of MinMissileChance? ----M-s 13:31, 24 February 2010 (UTC)

No. They work in a different fashion. Here's what happens when an A_Chase or similar function wonders if the monster should try to do a missile attack:
  1. The MISSILE(EVEN)MORE flags reduce the "virtual distance" between the monster and its target. MISSILEMORE divides it in half, MISSILEEVENMORE divides it by eight. (Note that this virtual distance is also reduced by 128 if the monster does not have a melee attack.)
  2. MinMissileChance is multiplied by (1 - skill's Aggressiveness setting).
  3. This gives us two values: one obtained from the distance between monster and target, and one obtained from the monster's aggressiveness.
  4. If a random value between 0 and 255 is greater than or equal to the smallest of these two values, the monster will attack.
So as you can see, you can't imitate one with the other. And given that the engine uses the smallest of the two values and discards the other one, it is possible a change in one value (adding/removing a flag or altering the MinMissileChance) will not result in any noticeable difference during tests. --Gez 19:49, 24 February 2010 (UTC)

Changing flags in ACS?

Is there any way at all to change an actor's flags via ACS? Akin to SetActorProperty, that is.

I need some way to set decorations on a conveyor belt to be able to activate monster cross lines. Ceeb 02:26, 19 April 2011 (UTC)

SKULLFLY

I added the SKULLFLY flag under the Physics section. I'm not sure if it would better fit in Projectiles, but it's for monsters, not projectile objects. I added it because I found it useful in some applications (charge attacks with custom velocities, or setting up SKULLFLY without the side effect of A_SkullAttack).--Printz 21:31, 17 February 2012 (UTC)

Merging "Renderer" with "Appearance and sound"

I'm thinking of merging the flags listed under Renderer with Appearance and sound, as I don't see why we need the distinction between "renderer" and "appearance" anymore. Good idea or not? ―Blue Shadow (talk) 07:17, 14 September 2024 (UTC)