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gggmork
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Posts: 2815
Registered: 06-07


I want a normal player1 and a dummy player1 to have 2 TIDs so I can print how close they are on x/y axis.

I tried this from the zdoom wiki:

code:
Script 4 ENTER { Thing_ChangeTID(0, 1000 + PlayerNumber()); // This assigns the TID print(d: 1000 + playernumber()); delay(100); }


But now they both have the TID of 1000 because they both entered to trigger that. So I erased that script, and manually gave both player1s a tag under the action menu. That doesn't seem to give them tids though (thrustthingz didn't work on either of them).

Last edited by gggmork on 02-26-13 at 22:14

Old Post 02-26-13 09:56 #
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Shadow Hog
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Registered: 07-09


Maybe have a Thing Enters Sector or similar in the voodoo doll's sector, which executes a different TID-assigning script?

Old Post 02-26-13 16:49 #
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gggmork
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Posts: 2815
Registered: 06-07


That worked. I put dummy player1 in a sector with wind to make him walk over a line that triggers script 2 which changes his tid (wind because I can't thrust him over the line since he has no tid to thrust at the beginning).
code:
#include "zcommon.acs" //this only happens once I think, despite there being 2 player1s script 1 enter { thing_changetid(0,1000); } //put dummy player1 on dummy sector //with wind to make him walk over line that acs_executes this script script 2 (void) { thing_changetid(0,1001); } //now they both have a tid and both jump script 3 open { delay(70); thrustthingz(1000,128,0,0); thrustthingz(1001,128,0,0); }

Old Post 02-26-13 18:30 #
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