DΞLTΛ Posted July 25, 2022 so here we have an acs script that displays a message when you kill an enemy... Script "kmsg1" (void) { Setfont("BIGFONT"); HudMessagebold(s:"+KILL"; HUDMSG_FADEOUT|HUDMSG_LOG, 0, CR_WHITE, 1.0, 0.5, 0.5, 0.5); } Hudmessagebold works for the most part, but regular hudmessage does not (as in the message straight up doesn't appear.). I'll bet two dollars that hudmessage got deprecated to a degree and that's why it doesn't work (I'm using gzdoom 4.8.2 for anyone wondering) and hudmessagebold, however was spared and that's why hudmessage doesn't work but hudmessagebold works just fine... Is there anyone else having a similar issue, or is it just me?. 0 Quote Share this post Link to post
Graf Zahl Posted July 25, 2022 The difference is that hudmessages get attached to the script's owner, but hudmessagebolds get attached to all players. Your kill script is most likely owned by the killed monster so the hudmessage will be skipped because monsters do not have a screen to attach a message to. 1 Quote Share this post Link to post
Gez Posted July 25, 2022 The same distinction also happens for the various other print functions: the "bold" variant is guaranteed to work because it shows to all players, while the non-bold variant only shows for its caller and is therefore useless if the caller is not a player. 0 Quote Share this post Link to post
DΞLTΛ Posted July 26, 2022 20 hours ago, Graf Zahl said: The difference is that hudmessages get attached to the script's owner, but hudmessagebolds get attached to all players. Your kill script is most likely owned by the killed monster so the hudmessage will be skipped because monsters do not have a screen to attach a message to. So in order for hudmessage to work, the script would need to be involved with the player in some way? 0 Quote Share this post Link to post
ramon.dexter Posted July 27, 2022 The player has to be the one who calls the script. 0 Quote Share this post Link to post
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