[Question] Mass Resurrection?

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[Question] Mass Resurrection?

Postby RV-007 » Mon Aug 06, 2012 3:46 am

If you know the Archvile to resurrect corpses, then you might know what I am asking for.

How do I make a monster/item to mass resurrect corpses? I used A_RadiusGive to corpses, but I only managed to apply only items. The resurrection function is under the monster department so I have a problem somewhere.
Last edited by RV-007 on Tue Aug 07, 2012 5:13 pm, edited 1 time in total.
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Re: [Question] Mass Resurrection?

Postby Vaecrius » Mon Aug 06, 2012 4:11 pm

What comes to mind for me:

A_RadiusGive a custominventory item that, on pickup, spawns an invisible, very very slow moving (or speed 0), nonshootable monster that inherits its spawner's pointers. It goes into A_Chase, has no melee or missile states, and disappears at the end of its Heal state.

No idea if this works or not but I might try it sometime later.

EDIT:
Spoiler:
EDIT2: Thing_Raise(0) also works, but you'll have to do something to keep a mass of raising monsters from looking perfectly synchronized (which looks utterly bizarre for a large group of similarly killed monsters of the same type - even a difference of a few tics can help).
Last edited by Vaecrius on Mon Aug 06, 2012 9:59 pm, edited 6 times in total.
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Re: [Question] Mass Resurrection?

Postby RV-007 » Mon Aug 06, 2012 4:21 pm

A lot of indirectness going on, lol.
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Re: [Question] Mass Resurrection?

Postby FDARI » Mon Aug 06, 2012 4:26 pm

Does the special Thing_Raise(int tid) work?
Code: Select allExpand view
actor RaiseMe : CustomInventory
{
    states
    {
        pickup:
            tnt1 a 0 thing_raise(0)
            stop
    }
}
A_RadiusGive that?
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Re: [Question] Mass Resurrection?

Postby RV-007 » Mon Aug 06, 2012 5:06 pm

Unfortunately I do not know what are the capability of corpses nor know when a monster has a +ISCORPSE actor flag.

I tried spawning some monsters in the place of corpses, but to no avail. Is it possible to heal monsters in this way? Not as good as resurrecting monster corpses, but this makes a real healer monster at a distance. Also, this could make mass status effect to the targets.

Here is my attempted code:
Spoiler: Code for Archvile to mass resurrect w/ A_VileTarget in its missile state

Spoiler: Custom Inventory to A_RadiusGive items to corpses

Spoiler: Custom Inventory to spawn monsters in place of corpse
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Re: [Question] Mass Resurrection?

Postby Vaecrius » Mon Aug 06, 2012 10:06 pm

Just copy this exactly into a new DECORATE file and run it:
Code: Select allExpand view
actor SuperArchvile : Archvile replaces Archvile
{
   states
   {
   heal:
      VILE "[\]" 10 bright A_RadiusGive("Raiser", 256, RGF_CORPSES|RGF_MONSTERS,1)
      goto see
   }
}

actor Raiser : CustomInventory
{
   states
   {
   pickup:
      TNT1 A 0 Thing_Raise(0)
      stop
   }
}

Then study it until you understand exactly what each line does, without thinking about anything that was done or considered in your or my previous attempts.

This is the simplest possible complete implementation of a mass resurrection.
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Re: [Question] Mass Resurrection?

Postby Arch » Mon Aug 06, 2012 10:23 pm

Legacy of Suffering features mass ressurection, maybe you can get a clue:
http://www.doomworld.com/idgames/?id=15942
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Re: [Question] Mass Resurrection?

Postby Ravick » Tue Aug 07, 2012 12:28 am

If you just "heal" a corspe it will get health but wont get off of the Death state. (Its a pain to work with healer monsters, believe me :( )

You could use ACS as Arch and FDARI said. Or... a DECORATE kludge could be to spawn lots of 'shot-live' actors that moves with A_VileChase and A_Wander. They'd go healing neaby corpses, but each one per time. I dont know if it'd fit your needs however.
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Re: [Question] Mass Resurrection?

Postby Vaecrius » Tue Aug 07, 2012 12:35 am

I just noticed Thing_Raise doesn't have exactly the same effect as being raised by a monster: if you've got any special jump sequences in your monster's raise state, they appear to be ignored.

Good thing I didn't delete my previous response. ::copypasta::
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Re: [Question] Mass Resurrection?

Postby FDARI » Tue Aug 07, 2012 12:53 am

What does "special jump sequence" mean?
- goto
- wait, loop
- A_Jump...

It seems very strange that they should be ignored. Also, Thing_Raise "Resurrects the specified thing like an Arch-Vile does." So any difference is either a bug, or a documentation error.
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Re: [Question] Mass Resurrection?

Postby Vaecrius » Tue Aug 07, 2012 2:20 am

In isolation, this:
Spoiler:

...huh, now that I try it in isolation it works without a problem.

Probably something else that's messing with the effect then.
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Re: [Question] Mass Resurrection?

Postby RV-007 » Tue Aug 07, 2012 5:23 pm

Thank you FDARI and Vaecrius, now my (cultist) monster can raise other monsters from a distance (credits included in my edited rylayeh mod)! Muhahaha! The trick is that a monster actor uses A_VileTarget against target to spawn another monster. That spawned monster will (immediately) raise dead monsters w/i the target's vicinity. And they kept on rising! I feel the evil flowing thru me :twisted: .
Here is the example code below:

Spoiler: Monster to start mass resurrection @ distance

Spoiler: Spawned monster to raise dead monsters

Spoiler: The dead rises around me!
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Re: [Question] Mass Resurrection?

Postby RV-007 » Mon Aug 13, 2012 6:52 pm

I also make somewhat of a mass A_VileAttack. No ground spike sprites though (don't care).

The Mass Vile Weapon!
Spoiler:

The Vile-Rocket (oh snuggles!):
Spoiler:

Dangerous Radius for ThrustThingZ and A_Explode (vrock projectile damage still works for +BOSS monsters)
Spoiler:
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