"Parry" mechanic ((Sort of fixed))

Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: "Parry" mechanic ((Sort of fixed))

Re: "Parry" mechanic ((Sort of fixed))

by Matt » Fri Feb 08, 2019 1:00 pm

Why not just A_SpawnItemEx a shootable actor that isn't a projectile?

EDIT: A while ago I wrote this tutorial for a lingering directional shield. A parry is basically the same thing except the shield only lasts a few ticks.

Re: "Parry" mechanic ((Sort of fixed))

by Niphura » Thu Feb 07, 2019 11:02 pm

I didn't know that...do you know a way so they don't explode?

Re: "Parry" mechanic ((Sort of fixed))

by ZzZombo » Thu Feb 07, 2019 10:40 pm

All projectiles are destroyed instantly if there is no room for them on spawn.

Re: "Parry" mechanic (Help)

by Matt » Tue Feb 05, 2019 9:03 pm

sounds like a feature... opponent managed to close in past the shield :P

Re: "Parry" mechanic (Help)

by Niphura » Tue Feb 05, 2019 7:48 pm

I've managed to make a similar effect, the enemy melee hits and it launches a invisible projectile with a custom damage type (that doesn't hurt the player if he doesn't cover with the shield and the enemy melee hits him) when the player covers the projectile bounces and hits the enemy, sending him to a custom pain state (stunned state).
The only problem that i've found is that when you're very close to the enemy the projectile doesn't reflects, it explodes and causes no damage at all, so you have to take a step back and then it works.

Re: "Parry" mechanic (Help)

by Niphura » Fri Jan 25, 2019 10:44 pm

I'm using Slade

Re: "Parry" mechanic (Help)

by Matt » Fri Jan 25, 2019 4:28 pm

I'm assuming you're using some kind of program that automatically parses Decorate (and *maybe* ZScript). I'm not familiar with them because I just use regular text editors for this stuff, but +HITOWNER is very new and may not be recognized by the program.

Please read about the flags for a bit. +HITOWNER is unfortunately named and does not behave the same way as the other +HIT* flags.

Reading up about the action functions will be very helpful as well.

Re: "Parry" mechanic (Help)

by Niphura » Fri Jan 25, 2019 12:31 pm

I don't know i'm trying some things, sorry, what I mean with purple is that you can see that hitowner is not colored

i was planning to do a projectile fired after a melee attack (from the enemy) that bounce on the shield and hits the enemy who fired it. But i don't know how to do a projectile do damage to his owner
Attachments
Sin título.png
Sin título.png (2.11 KiB) Viewed 396 times

Re: "Parry" mechanic (Help)

by Matt » Fri Jan 25, 2019 11:06 am

I cannot imagine why you would need +hitowner for any of this. All it would do is let a projectile explode upon hitting the actor that shot it.

I have no idea what "appear on purple" means.

Re: "Parry" mechanic (Help)

by Niphura » Fri Jan 25, 2019 10:39 am

Do you know if the flag Hitowner works? i've tried to apply it on the projectile but it doesn't appear to work...or doesn't appear on purple like other flags :?

Re: "Parry" mechanic (Help)

by Matt » Thu Jan 24, 2019 5:14 pm

I feel bad about ending like that, so here's a thought:

1.
short-range rapid-fire projectile fired by player
does no real damage
+shootable, -solid, -noblockmap and +noblood flags

2.
somewhat less short-range projectile fired by monster
does the monster's melee damage
if it hits a bleeding actor, does nothing more than a usual projectile
if it hits a non-bleeding actor or wall, call A_DamageTarget to make it hopefully go into a painstate

If that works, then go back and adjust (changing the A_DamageTarget to a giving of inventory item and having the monster check for it after the time it should have been given, etc.) as desired.

Re: "Parry" mechanic (Help)

by Matt » Wed Jan 23, 2019 10:08 am

Now that I look at it the projectile might not be hitting at all.

Sorry, there are just so many things that could be wrong here that it would take literally a year of familiarization with how Doom actors work that I could even explain it.

Re: "Parry" mechanic (Help)

by Niphura » Wed Jan 23, 2019 7:29 am

Does the method that i explained works?: make the enemy launch a missile when he attacks to check if the player received the item when covering, and if he has it the enemy steals it from the player and then the enemy goes to another state. I changed the things on the projectile that you said, but it keeps not working, look i don't have much experience on decorate, just the basics on how to do enemies and weapons work that's why i asked for help

Re: "Parry" mechanic (Help)

by Matt » Tue Jan 22, 2019 2:07 pm

As a replacement for the projectile's current death state... I thought it was obvious from the imitation of the formatting

(you might want to fix that, by the way, with proper tabs the way things are structured becomes much more obvious)

Re: "Parry" mechanic (Help)

by Niphura » Tue Jan 22, 2019 9:00 am

That would go on the enemy? or in the projectile?

Top