Hi to all. I'm Falcor, and I have some problems with DECORATE-code.
The first one is interaction of objects. For example, I wanna create flaregun from Blood. Flares stuck in monsters after launch and hurt them by the fire for some seconds. I have no idea, how it must be realized in DECORATE.
The second problem is player-classes. I've made two classes and I do not want them to pick up weapon of another class. I tried to rip hexen.wad and gzdoom.pk3 for KEYCONF- and DECORATE-descriptions of Hexen-classes, but I haven't even found a clue.
Can you help me?
Need help with two features in DECORATE
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
Re: Need help with two features in DECORATE
1) A_Fire (a codepointer used for the Archvile flame that lets it stick to the player) would help you, but try and track down LWM's Flaregun - it has all that you need.
2) You'll most likely have to use a CustomInventory (used as the weapon pickup) actor's Pickup state for this to work. Pickup state actually references the player, not the item itself, so if you're using A_Jump functions and such, it checks the player, so you can then have the player, say, have a specific dummy item all to himself, and then gain only the weapons his class allows.
2) You'll most likely have to use a CustomInventory (used as the weapon pickup) actor's Pickup state for this to work. Pickup state actually references the player, not the item itself, so if you're using A_Jump functions and such, it checks the player, so you can then have the player, say, have a specific dummy item all to himself, and then gain only the weapons his class allows.
Re: Need help with two features in DECORATE
Where can I find it?Ryan Cordell wrote:LWM's Flaregun - it has all that you need.
Is there any examples? I'm not sure, I get it rightly.Ryan Cordell wrote:2) You'll most likely have to use a CustomInventory (used as the weapon pickup) actor's Pickup state for this to work.
P.S. I also have another question. There's a boss-like creature in the last level in "Action Doom"-wad that throws boxes. How is it made? O_o
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
Re: Need help with two features in DECORATE
1) Flaregun - Also, sorry for pimping my old mod, but Demon Wars, if it's still available to get, has the flaregun in, I think. Try searching for that.
2) Not right off the bat, someone else or when I get home, I'll probably cook something up.
2) Not right off the bat, someone else or when I get home, I'll probably cook something up.
Re: Need help with two features in DECORATE
Ok, thanks for helping.
Re: Need help with two features in DECORATE
Hey, I really need some examples of these features
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
Re: Need help with two features in DECORATE
Dang it, of all things to forget right after I post.
Well, here's only something for question 2:
.. Something like that.
Also, if you want to change the weapon's graphic, depending on which player is selected, you'll probably have to resort to ACS and using SetActorState or some such.
Well, here's only something for question 2:
Code: Select all
ACTOR Jimmy : PlayerPawn
{
...
States
{
Spawn:
PLAY A 0
PLAY A 0 A_GiveInventory("Player1")
PLAY A -1
stop
}
}
ACTOR Bimmy : PlayerPawn
{
...
States
{
Spawn:
PLA2 A 0
PLA2 A 0 A_GiveInventory("Player2")
PLA2 A -1
stop
}
}
ACTOR Weapon : CustomInventory
{
Inventory.PickupMessage " "
Scale 0.8
+FLOORCLIP
+INVENTORY.IGNORESKILL
States
{
Spawn:
SMGP A 1
Loop
Pickup:
SMGP A 0 A_JumpIfInventory("Player1",1,"Pickup.Player1")
SMGP A 0 A_JumpIfInventory("Player2",1,"Pickup.Player2")
Stop
Pickup.Player1:
SMGP A 0 A_GiveInventory("Playboy",1)
SMGP A 0 A_Print("Acquired a naughty magazine!")
Stop
Pickup.Player2:
SMGP A 0 A_GiveInventory("Ceeb",1)
SMGP A 0 A_Print("Acquired Ceeb! Wait, what?")
Stop
}
}
ACTOR Player1 : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
+INVENTORY.IGNORESKILL
}
ACTOR Player2 : Player1 {}
.. Something like that.
Also, if you want to change the weapon's graphic, depending on which player is selected, you'll probably have to resort to ACS and using SetActorState or some such.
Re: Need help with two features in DECORATE
Oh, thank you. It's pretty useful example.