The "How do I..." Thread

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Re: The "How do I..." Thread

Postby Zombieguy » Tue Feb 28, 2012 11:04 pm

Doh! Still doesn't work. I guess I'm missing something....
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Re: The "How do I..." Thread

Postby amv2k9 » Thu Mar 01, 2012 4:38 pm

Are you sure the actor is being spawned? There may be something preventing that.
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Re: The "How do I..." Thread

Postby Zombieguy » Thu Mar 01, 2012 6:28 pm

I'm finally getting it to work. But, the FistPuff, yeah, it's working, but... It does massive damage.
Code: Select allExpand view
ACTOR PerkFist : Fist replaces Fist
{
+NOEXTREMEDEATH
+NOALERT
States
{
   Fire:
   TNT1 A 0 A_playsound("weapons/fist/swing")
      PKFS LBCD 1
      PKFS E 2 A_Punch
      TNT1 A 0 A_CustomPunch(60,1,CPF_DAGGER,"KnucklePuff",100)
      PKFS FGHI 2
      PKFS JKL 1
      PUNG A 5 A_ReFire
      Goto Ready
   }
}

actor KnucklePuff
{
  +NOBLOCKMAP
  +NOGRAVITY
  +PUFFONACTORS
  RenderStyle Add
  activesound ""
  attacksound "weapons/fist/punch"
  //seesound ""
  states
  {
   Spawn:
       //PUF2 A 1
      Stop
     Melee:
       //PUF2 B 1
      Stop
     Crash:
       //PUF2 C 1
      Stop
  }
}
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Re: The "How do I..." Thread

Postby Mikk- » Thu Mar 01, 2012 6:34 pm

Because you specified it to do 60 damage. Of course that's going to be a lot. I see that there's also the NoRandom, too, but still, 60 damage can take out an imp IIRC.
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Re: The "How do I..." Thread

Postby Blue Shadow » Thu Mar 01, 2012 6:39 pm

You're also using A_Punch and A_CustomPunch in the same attack sequence.
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Re: The "How do I..." Thread

Postby Zombieguy » Thu Mar 01, 2012 11:07 pm

Alright, I got the FistPuff working. Now, I'm using tracers to spawn wall debris on impact. But the problem is, the tracers AND the bullets/bulletpuffs spawn together, dealing the enemy twice the damage. How do I prevent the bullets/bulletpuff from dealing damage, so that the tracer alone can deal the desired amount of damage on impact of a "bleeding" target?
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Re: The "How do I..." Thread

Postby Blue Shadow » Thu Mar 01, 2012 11:50 pm

Reduce the damage of the bullet attack to zero?
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Re: The "How do I..." Thread

Postby Zombieguy » Fri Mar 02, 2012 12:01 am

Well, that's obvious, I just apparently don't know how to do that. I replaced the bulletpuff with a new actor, and set the damage to "0". But I guess that doesn't work. A little help on the bullet attack please?
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Re: The "How do I..." Thread

Postby Blue Shadow » Fri Mar 02, 2012 12:32 am

The puff itself doesn't do any damage. You define the damage through the damage parameter in A_FireBullets (player's weapons) and A_CustomBulletAttack (monsters).
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Re: The "How do I..." Thread

Postby Apothem » Fri Mar 02, 2012 6:43 pm

How would I keep the player from completely dieing? I mean in the sense that I want to be able to revive a downed player?

I always assumed that using a death state that just had a A_jumpif() loop inside of it that would go back to the spawn state and fix the health if the player's corpse got a specific item. For all the times I've tried, I've gotten some weird results. Any suggestions?
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Re: The "How do I..." Thread

Postby NeuralStunner » Fri Mar 02, 2012 7:18 pm

There are special changes in actoir deaths, not just a state change. You can use SetPlayerProperty with PROP_BUDDHA to keep players from actually dying.
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Re: The "How do I..." Thread

Postby Sgt Dopey » Fri Mar 02, 2012 7:22 pm

How do i get the sparks thing to work?
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Re: The "How do I..." Thread

Postby amv2k9 » Sun Mar 04, 2012 4:53 pm

jaegerman45 wrote:How do i get the sparks thing to work?

Your question is a little vague, but I assume you want sparks to be shot out when you have a hitscan or projectile hit a wall?
Two ways to do it; A_SpawnItemEx, and then make a spark actor. You'll probably have to play around a lot with things like its gravity and velocity.
The second is A_SpawnDebris. Actors spawned through this action function are coded a little differently, and you should check the wiki explanation on that function for more info.
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Re: The "How do I..." Thread

Postby Enjay » Sun Mar 04, 2012 5:03 pm

Maybe this: Classes:Spark ?

Put it in a map, give it a tid, set its first argument to how many particles you want then use a script (or line, I suppose) to activate it. Every time it is activated, it will produce the specified number of sparks and play the world/spark sound. To get repeated sparks, you need a looping script with a delay in it.
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Re: The "How do I..." Thread

Postby Sgt Dopey » Mon Mar 05, 2012 2:33 am

So how would I do it ive tried it with a script like this

Script 5 Enter
{
Delay (25);
Thing_activate (12);
}
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