Talk:Constants
Reserved Tags
do any of the other reserved tags have special names? And if so, should they be listed? --Sting the Cat (talk) 10:00, 28 June 2014 (CDT)
Nope, the list has all of them! Thanks for helping out with this page btw --Monster Iestyn Talk 10:07, 28 June 2014 (CDT)
No problem! Currently getting all the console variables, heh. --Sting the Cat (talk) 10:23, 28 June 2014 (CDT)
Move page to just "Constants"?
Just remembered that the large majority of these (with some exceptions to be noted) are also available for SOCs in some places, so I'm wondering about moving this page to outside of the Lua mainspace. Any other thoughts or suggestions regarding this, anyone? --Monster Iestyn Talk 11:17, 12 September 2014 (CDT)
In that case, I added a link to the list of Actions. Is there any other page that you think should be linked? Also thinking that each constant group should probably include a little information, like "Most commonly used in states to give an object a certain behavior, but can also be used as a function name to define a custom action"? Not saying quote the whole article, just a little bit of info. Yes or no? --Sting the Cat (talk) 07:30, 29 September 2014 (CDT)
...Actions aren't really "constants", they don't represent numbers but instead functions. So I question whether they actually fit in this article at all. --Monster Iestyn Talk 09:42, 29 September 2014 (CDT)
Player states
I've changed the descriptions of these a bit.
The view doesn't follow the killer by the way, that's Z/Doom stuff.
Also, I don't know where to add that player.playerstate follows a cycle in where the player's playerstate is PST_LIVE, then is PST_DEAD, then on respawn it gets PST_REBORN for a tic before returning to PST_LIVE. --Rapidgame7 (talk) 00:46, 2 March 2017 (UTC)
Heh, good that someone besides me is doing the research and fixing blatant lies lol. Mind you, "view follows killer" was only there because the PST_* descriptions were copy+pasted directly from the source code. =D
Yeah I suppose if anywhere maybe you could stuff that info in the Userdata structures description box for player_t's "playerstate" entry? Nowhere else seems particularly appropriate at least from what I'm aware.
Also one fun note while we're here, IIRC changing player.playerstate explicitly to PST_REBORN causes a player to actually respawn. In Single Player I recall the map was reloaded, while in multiplayer the player just respawned at the start/last hit checkpoint with no map reload. May be a good idea to check this out for yourself just to verify what I'm saying.
Thanks for helping out anyway. -- Monster Iestyn Talk 01:12, 2 March 2017 (UTC)
Huh, that's actually pretty neat. Setting playerstates actually has an effect, and I always thought it was some sort of variable like "cusval" where writing something doesn't have an effect.
I'll do stuff wtih it and write down in their respective places what it does.
Thanks for the info! --Rapidgame7 (talk) 02:34, 2 March 2017 (UTC)
Any chance we can just move all constants onto this page?
I realize the reason certain constant sets are relegated to other pages is because it's relevant info there as well, as well as to prevent this page from getting super long, but when I'm trying to look up constants while scripting, what ends up happening is that I have to have several tabs open just so I can keep every constant I need within click distance. It makes the wiki a bit more cumbersome to navigate IMO.
It's not a huge issue, I just figured having everything on one page would make things a bit more accessible. --CobaltBW (talk) 18:58, 10 April 2020 (UTC)
- "move all constants" would mean including the full lists of states, object types, sprite sets and sounds. I'm not sure that's a good idea to be honest, it'd make a single page way too big and possibly take too long to load on weaker computers. That's why we've set up the Constants page the way it is, as a kind of directory for all things constants, rather than a complete everything-there-is all on one page. Monster Iestyn Talk 21:48, 10 April 2020 (UTC)