62.cab
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49073
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Aside from the stolen sprite: interesting.
I have a few comments about your missile, though:
1. When launched the SeeSound is played automatically and when it explodes the DeathSound. There is no need to put some sound playing calls in there.
2. Instead of +missile it's better to use Projectile. It sets a few other flags which can be important on occasion.
I have a few comments about your missile, though:
1. When launched the SeeSound is played automatically and when it explodes the DeathSound. There is no need to put some sound playing calls in there.
2. Instead of +missile it's better to use Projectile. It sets a few other flags which can be important on occasion.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49073
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
I found a better solution for the CustomMissile function:Chilvence wrote: About the lack of paramaters issue - This is a tentative suggestion, and kinda hacky, but would it be plausible to use rendundant extra states to store more information about the monster? IE the first three or four states assigned to an actor could be used to hold a bunch of extra stuff (although I'm not sure how you would use it)
The two bytes store an index into an array of parameters. This way I didn't need to hack around stuff like this which can be error prone and introduce problems when used with A_Jump.
- Sticky
- Posts: 836
- Joined: Mon Aug 04, 2003 12:29 pm
- Location: Denver, CO How do they get teflon to stick to the pan?
Sticky's Tantrum.
*Bump*
No, seriously. I'm bumping this topic back up to the top so that hopefully someone will satiate my curiostiy.
I'm dying to know more about this teleporting projectiles thing--how long have we been able to do that in zdoom? Are there any wads that have made the changes to the stock weapons, and if so, where can I find them??? etc. etc.
I don't necessarily want to know how to do it (cause I don't edit), but I would like to know how much playing has been done with it in the past.
Please? Sugar on top? Sprinkles?
No, seriously. I'm bumping this topic back up to the top so that hopefully someone will satiate my curiostiy.
I'm dying to know more about this teleporting projectiles thing--how long have we been able to do that in zdoom? Are there any wads that have made the changes to the stock weapons, and if so, where can I find them??? etc. etc.
I don't necessarily want to know how to do it (cause I don't edit), but I would like to know how much playing has been done with it in the past.
Please? Sugar on top? Sprinkles?
I think there was a bug report about teleporting projectiles a week or so ago; something about, um, a flag they were missing, or something. I can't find the thread now, but I'll keep looking...
...no wonder I couldn't find it, it wasn't a bug http://www.zdoom.org/forum/viewtopic.ph ... rojectiles looks like it's nothing special due to ZDoom, just need to dehackedify a flag off of whatever projectile you're using. Or don't set it in the first place.
...no wonder I couldn't find it, it wasn't a bug http://www.zdoom.org/forum/viewtopic.ph ... rojectiles looks like it's nothing special due to ZDoom, just need to dehackedify a flag off of whatever projectile you're using. Or don't set it in the first place.
It's the bit PCROSS. Every standard Doom projectile has that bit already set. But in order to clear it off you must add it as a bit. So just use this
and your rockets will be teleportable. I've been using this since version 29. Lately for ceathmatch I've been using
Just to give the rocket a kind of wind resistant look to it.
Code: Select all
Thing 34 (Rocket (in air))
Bits = PCROSS
Code: Select all
Thing 34 (Rocket (in air))
Bits = PCROSS + FLOATBOB
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49073
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
No, the flag that controls teleporting is NOTELEPORT. But with setting PCROSS you are clearing it automatically. That's why this works.Lumpy wrote:It's the bit PCROSS. Every standard Doom projectile has that bit already set. But in order to clear it off you must add it as a bit. So just use this
and your rockets will be teleportable. I've been using this since version 29. Lately for ceathmatch I've been usingCode: Select all
Thing 34 (Rocket (in air)) Bits = PCROSS
Just to give the rocket a kind of wind resistant look to it.Code: Select all
Thing 34 (Rocket (in air)) Bits = PCROSS + FLOATBOB