Ladders

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HotWax
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Post by HotWax »

David: Unfortunately, arguments placed on a linedef can only be in the range 0-255.

However, you could just make the argument control how far you can swivel and then let another argument contain the flag that controls whether you're blocked or fall off.

Version 2:

Code: Select all

Line_Climbable(int Where, int SwivelRange, int Flags);

Where: Controls where on the linedef you can climb.

1: The Lower portion of the front side is climbable
2: The Upper portion of the front side is climbable
4: The Middle portion of the front side is climbable
8: The Lower portion of the back side is climbable
16: The Upper portion of the back side is climbable
32: The Middle portion of the back side is climbable

SwivelRange: How far you can turn to either side.

0: Player can't turn to either side at all
1 - 179: Player can turn the specified number of degrees to either side
180: Player can turn all the way around without falling off or being stopped

Flags: Controls miscellaneous attributes of the ladder.

1: If off, the jump button does nothing.  If on, the following bit controls the action taken when jump is pressed.
2: If off, pressing jump drops the player straight down.  If on, pressing jump causes the player to leap off the ladder in the direction they're facing.
4: If set, the player's gun is "holstered" while on the ladder (gun is put away and can't be used)
8: If off, the player is stopped if they attempt to turn too far (See SwivelRange).  If set, the player drops off the ladder if they turn too far.
16: If set, Chasecam is forced on while the player is on the ladder.
Any other ideas? :)

[edit]Added the chasecam idea that David suggested. I meant to put it on before. :oops:
Last edited by HotWax on Sun Sep 05, 2004 2:46 pm, edited 1 time in total.
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wildweasel
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Post by wildweasel »

So to make a Return to Castle Wolfenstein style ladder, one would use:

Code: Select all

Line_Climbable(7, 120, 11)
to make it climbable all the way on the front, a look range of 120 degrees, and the jump button and turning around too far drops you off? I think that's easy enough to work with.
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TheDarkArchon
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Post by TheDarkArchon »

A more realistic ladde mode.

Code: Select all

Line_climbable(7, 90, 28)
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David Ferstat
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Post by David Ferstat »

Thanks, Hotwax. I'd forgotten about/hadn't known about the maximum value for an argument.

( I'd like to have an argument, please. - Five points to the first person to identify the source of the quote. :) )

Yep, version two is better!

Of course, it would be even better if Randy could implement a Climbing state, and display a special frame sequence. Even better if it could play in reverse when climbing down, and pause when stationary. :)
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Sir_Alien
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Post by Sir_Alien »

@David- It's from Monty Python's Flying Circus, right? The man who walks into the argument store or whatever..?

And what's this I hear about this SKINDEF lump..? Sounds groovy. .64?
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David Ferstat
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Post by David Ferstat »

Five points to Sir_Alien! Don't know what he can do with them, but that 's not my problem. :)

As far as the SKINDEF lump is concerned, as far as I know it isn't actually supported yet.
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Sir_Alien
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Post by Sir_Alien »

Five points! WOOHOO!!

Sir Alien moves to the lead.

As for the SKINDEF lump, I figured it wasn't supported yet but is this a for real future feature? And hypothetically what exactly would it potentially be able to?
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David Ferstat
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Post by David Ferstat »

"Ah. It is the future you see. Always in motion the future is."

Remember that we here but padawans are. Randy the true master is.

(I guess there's another five points going now.)

As far as SKINDEF is concerned, my (very limited) understanding is that this would allow you to define different sprites for different states of players and, maybe, monsters. States could include default/normal (what you normally see), crouching, climbing, and perhaps even different sprites for the different weapons.
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Enjay
 
 
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Post by Enjay »

"Is this a five minute argument or the full half hour?"

David Ferstat wrote:"Ah. It is the future you see. Always in motion the future is."
Too easy. :tongue:

L: I saw... I saw a city in the clouds.

Y: Mmmm, friends you have there.

L: They were in pain.

Y: It is the future you see.

L: Future? Will they die?

Y: Difficult to see. Always in motion the future is.

L: I've got to go to them.

Y: Decide you must how to serve them best. If you leave now, help them you could but you would destroy all for which they have fought and suffered.
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Ixnatifual
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Post by Ixnatifual »

Luminous beings are we, not this crude matter!
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cccp_leha
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Post by cccp_leha »

There is another...
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Lexus Alyus
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Post by Lexus Alyus »

WTF?

:twisted:
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HotWax
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Post by HotWax »

Lexus: Which movie is that from!? :roll:
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Lexus Alyus
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Post by Lexus Alyus »

WTF? Loads as far as I know :D. I mean, in some police move the cop walks into a room and see's a dead body and he's like WTF! And then in a sci fi movie some marine walks into a room and sees theis alien secretion and he's like WTF!. And then in some real life move some guy walks into a room and sees his wife making sweet love to the milk man and he's like WTF! :D.

:twisted:
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David Ferstat
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Post by David Ferstat »

Five points to Enjay now! :)

Embarrased I am to see that my quotation was not exact. :oops:

(Trouble is, I'm actually trying to earn points with Enjay, not give them away. After all I need to earn mega-points to get my copy of Aspects, don't I? :wink: )

Trying desperately to bring this thread back to something at least slightly Zdoom-flavoured, does anyone else have any suggestions that might make ladders better/easier?

Does anyone know anything more about the (I believe hypothetical, so far) SKINDEF lump?
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