'RaisebleSpecies' "strings"
Moderator: GZDoom Developers
'RaisebleSpecies' "strings"
A property that restricts the species that can be resurrected by an actor using A_VileChase or A_Chase with CHF_RESURRECT.
Monsters with this property could behavior exactly the same way, but, when entering the heal state, check if the corpse species/classe is one of the alloweds, and then succeed or abort the healing.
Monsters with this property could behavior exactly the same way, but, when entering the heal state, check if the corpse species/classe is one of the alloweds, and then succeed or abort the healing.
Re: 'RaisebleSpecies' "strings"
Couldn't this be accomplished with the raising monster checking the target (monster to be raised) for say, an item or something that identifies it, and then from there, deciding whether or not to raise them?
Re: 'RaisebleSpecies' "strings"
I believe it couldn't, because once the raising monster has found a corpse, it will enter immediately in it's "heal" state, and the corpse will enter in it's "raise" state also immediately. Or maybe I'm wrong about this, I'm not sure 

Re: 'RaisebleSpecies' "strings"
Does your project have more than one type of "resurrecting" monster, and each type has different pools of monsters it can raise? Because if there's just one, you can simply have the Raise state of the monsters you don't want resurrected redirect to the end of the death state.
Re: 'RaisebleSpecies' "strings"
Doesn't work that way.amv2k9 wrote:raising monster checking the target (monster to be raised)
Re: 'RaisebleSpecies' "strings"
Could function more like that if something like http://forum.zdoom.org/viewtopic.php?f=34&t=30092 were implemented.
The submission permits you to break resurrection into any number of steps, so that you can make changes along the way, or cancel the operation.
The original submission, unofficially [No]'d (change was demanded), put the (to-be-)raised actor in target/master or tracer (your choice). The current submission contains a new pointer (pointing to last target of resurrection, incomplete or not), but does not expose it to modders. Graf said, way back when the submission was new, that he would not permit it.
He seemed adamant then. I'd ask him to reconsider, as resurrection is sadly lacking in flexibility, and could be boosted to near complete modder control through this.
The submission permits you to break resurrection into any number of steps, so that you can make changes along the way, or cancel the operation.
The original submission, unofficially [No]'d (change was demanded), put the (to-be-)raised actor in target/master or tracer (your choice). The current submission contains a new pointer (pointing to last target of resurrection, incomplete or not), but does not expose it to modders. Graf said, way back when the submission was new, that he would not permit it.
He seemed adamant then. I'd ask him to reconsider, as resurrection is sadly lacking in flexibility, and could be boosted to near complete modder control through this.
Re: 'RaisebleSpecies' "strings"
It does; I want some of then to just be able to resurrect zombies, and Arch-Vile and the 3º kind can do it with any species.amv2k9 wrote:Does your project have more than one type of "resurrecting" monster, and each type has different pools of monsters it can raise?
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@FDARI: Thanks, gonna take a look. But, if I use that, I will need to give a modified version of zdoom, or something like that to the player?
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Well, there isn't a way to make monsters "look" for a corpse? I suppose that the corpse doesn't became a Target to the resurrecter in any time, so... Is there a way to make them to 'communicative'? I mean, is there a way to make Archi-vile give some inventory or whatever to the corpse when he founds it?
Re: 'RaisebleSpecies' "strings"
Something like that might be necessary, although I hope it will not be. If this feature is not added, and the A_Chase extension is not added (including unofficially No'd ability to retrieve CORPSE/RESURRECTION-pointer), any idea dependent on that feature will require an alternate executable, which is probably just a custom build of the current ZDoom with all the necessary features. I'd be willing to build it, and perhaps rebuild it with the latest version of zdoom if any very important changes have been made (such as critical bugfixes).
Re: 'RaisebleSpecies' "strings"
Would probably be better to integrate into ToB, if Ryan is cool with it. The more custom ZDoom ports there are, the more confusing it is for modders to decide which will do what they need, the more confusing it is for the end user, and therefore the less useful said custom ports are.FDARI wrote:If this feature is not added... any idea dependent on that feature will require an alternate executable...
Re: 'RaisebleSpecies' "strings"
I agree, and putting it into a maintained zdoom-derivative project is a lot better than chucking it out in a mod-specific executable, but Tower of Babel uses open GL doesn't it? I only use gzdoom/ToB as recommended/required for the mod; otherwise I prefer zdoom. Now... Most differences between gzdoom and ToB will be the same as between zdoom and ToB, so maybe it will be feasible to maintain OpenGL and zdoom-rendering editions for that as well.
Obviously, putting it in zdoom itself is my ultimate preference. I still hold some hope, foolish as it may be.
Obviously, putting it in zdoom itself is my ultimate preference. I still hold some hope, foolish as it may be.
Re: 'RaisebleSpecies' "strings"
vid_renderer 0
Problem solved. As long as Graf doesn't find a GPL-compatible replacement for FMOD Ex, he won't have any reason to remove the software renderer.
Problem solved. As long as Graf doesn't find a GPL-compatible replacement for FMOD Ex, he won't have any reason to remove the software renderer.