Different impact anims depending on target (and other ideas)

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Expand view Topic review: Different impact anims depending on target (and other ideas)

by Anakin S. » Wed Jun 01, 2005 7:08 pm

Some of you may hate me for doing this, but I'm bumping this one because I think some useful ideas were discussed here and it seems like decorate add ons are really taking off. /ducks

I also have another idea: how about a function that moves something in a set direction in relation to the current facing angle, which can be used to create the spiraling motions of the dark bishop projectiles as they home in on the player or the side to side motions of bloodscourge slalom ball. Maybe even the orbiting motions of the Heretic 2 meteor ball or the Heresiarch mana cubes. I don't know what kinds of arguments could be used for this function, though. Maybe something like this: A_Move(angle, pitch, distance) or A_Move(x offset, y offset, distance).

by Anakin S. » Sat Mar 19, 2005 12:33 pm

Rats. So do you think there should be a separate decorate function that sets the alpha value?

by Graf Zahl » Sat Mar 19, 2005 5:06 am

You still need a script because SetActorProperty is an internal ACS function.

by Macil » Sat Mar 19, 2005 12:24 am

Though I'm not sure the exact way how to implement them. Do we still put the frame and delay?

by Anakin S. » Sat Mar 19, 2005 12:15 am

Great. Thanks for the info.

by Macil » Fri Mar 18, 2005 8:03 pm

ACS commands can be used in DECORATE! Just do something like

Thing_ChangeTid(0,777)
SetActorProperty (777, *PROP_Renderstyle*, *STYLE_Translucent*)
Thing_ChangeTid(0,0)

by Anakin S. » Fri Mar 18, 2005 6:02 pm

Cool, thanks. Unfortunately, these functions need a tid, so it would be map specific and can't be used in a monster's frames (I think). What I'm suggesting is an actor function within the frames of the monster to make it fade it in and out so that whenever a monster decides to attack, it would blink a few times before shooting its 3 purple spheres at you.

by Phoenix » Fri Mar 18, 2005 4:14 pm

1. How about a function that sets the alpha value for the actor, so that you can make things that fade away or blink in and out of existence like the disciple of d'sparil.
SetActorProperty (tid, PROP_Renderstyle, STYLE_Translucent)
SetActorProperty (tid, PROP_Alpha, alphavalue)

by TheDarkArchon » Fri Mar 18, 2005 1:48 pm

Also, I'd like A_FloatBob and A_NoBob or something similar to them.

by Anakin S. » Fri Mar 18, 2005 1:29 pm

I have some other decorate ideas:

1. How about a function that sets the alpha value for the actor, so that you can make things that fade away or blink in and out of existence like the disciple of d'sparil.

2. While Graf has added the aimmode for custom missiles to fly horizontally without aiming at targets, maybe there could be another aimmode that lauches them horizontally when there is no target directly in front of them. When there is a target, the projectiles would change their elevations to meet that specific target, like the strife mauler torpedo. This is different from the original behavior, which made projectiles always change their elevation to meet a single target (the player who fired the main projectile).

3. How about a flag that turns float on or off. Like A_Float or A_UnFloat. Enemies can then use jetpacks.

by Anakin S. » Sun Mar 13, 2005 5:33 pm

Your Name Is wrote:Maybe defining what TYPE like fire, electricity, or bullets, the monster was attacked by so you could make someone resistant to particular projectiles
Yes, that is something nice to have. I thought Graf was asking Randy to do this in some other thread. I think he suggested to make it so that monsters that only have a fire death defined or ice death defined can only be harmed by those damage types. Correct me if I'm wrong. I don't know where the thread is.

Also, with what was suggested, where Death is for normal actors, XDeath is for NOBLOOD, Crash is for walls, and something else is for invulnerable actors, there could be other possibilities for the Fire, Ice, and Disintegrate states.

by Xaser » Sat Mar 12, 2005 3:41 pm

Heh, this could even be used to create "weaknesses" for some monsters. You could have an electric arrow that sticks when impacts walls, lightly shocks an organic-based enemy, and zaps the hell out of mechanical-based enemies (as in, extra damage). You could do that extra damage thing by putting an explosion code pointer or something in the state for hitting NOBLOOD actors and stuff. :P

by Graf Zahl » Fri Mar 11, 2005 8:17 am

cutmanmike wrote: and stupid green strife thingy?

You mean disintegration, right?

by Cutmanmike » Fri Mar 11, 2005 7:06 am

Your Name Is wrote:Maybe defining what TYPE like fire, electricity, or bullets, the monster was attacked by so you could make someone resistant to particular projectiles
You mean custom ones like ice, fire and stupid green strife thingy? If you could make your own that would be neat.

by Your Name Is » Thu Mar 10, 2005 10:03 am

Maybe defining what TYPE like fire, electricity, or bullets, the monster was attacked by so you could make someone resistant to particular projectiles

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