by Talonos » Sat Jul 23, 2005 4:44 pm
I know I'd like custon states.
Like, I have a monster:
Code: Select all
Missile:
MAG1 E 7 A_FaceTarget
MAG1 E 1 A_Jump (64,4)
MAG1 E 1 A_Jump (85,4)
MAG1 E 1 A_Jump (128,4)
MAG1 F 1 A_CustomMissile ("RayOfFrost", 28, 0, 0)
Goto See
MAG1 F 1 A_CustomMissile ("AcidSplash", 28, 0, 0)
Goto See
MAG1 F 8 A_CustomMissile ("BurningHands", 28, 0, 0)
Goto See
MAG1 F 8 A_CustomMissile ("MagicM", 28, 0, -45)
Goto See
It would be a lot more readable like this:
Code: Select all
Missile:
MAG1 E 7 A_FaceTarget
MAG1 E 1 A_JumpState (64,Acidsplash)
MAG1 E 1 A_JumpState (85,Burninghands)
MAG1 E 1 A_JumpState (128,MagicMissile)
MAG1 F 1 A_CustomMissile ("RayOfFrost", 28, 0, 0)
Goto See
Acidsplash:
MAG1 F 1 A_CustomMissile ("AcidSplash", 28, 0, 0)
Goto See
Burninghands:
MAG1 F 8 A_CustomMissile ("BurningHands", 28, 0, 0)
Goto See
MagicMissile:
MAG1 F 8 A_CustomMissile ("MagicM", 28, 0, -45)
Goto See
That way, a monster with tons of attacks (I once had a monster with ten attacks; it was a real pain to put in the jumps) could be broken down into manegeble chunks.
Also, custom death states could be useful. Like, a projectile could have
on it. When the decorate code reader thingy sees this on a projectile that kills something, it looks for a state called AcidDeath on the dying actor. If It doesn't see it, it just goes to the normal death sequence.
If these "Custom states" things work, it would be cool. If not, please tell me and then forget I asked.
I know I'd like custon states.
Like, I have a monster:[code]Missile:
MAG1 E 7 A_FaceTarget
MAG1 E 1 A_Jump (64,4)
MAG1 E 1 A_Jump (85,4)
MAG1 E 1 A_Jump (128,4)
MAG1 F 1 A_CustomMissile ("RayOfFrost", 28, 0, 0)
Goto See
MAG1 F 1 A_CustomMissile ("AcidSplash", 28, 0, 0)
Goto See
MAG1 F 8 A_CustomMissile ("BurningHands", 28, 0, 0)
Goto See
MAG1 F 8 A_CustomMissile ("MagicM", 28, 0, -45)
Goto See[/code]It would be a lot more readable like this:[code]Missile:
MAG1 E 7 A_FaceTarget
MAG1 E 1 A_JumpState (64,Acidsplash)
MAG1 E 1 A_JumpState (85,Burninghands)
MAG1 E 1 A_JumpState (128,MagicMissile)
MAG1 F 1 A_CustomMissile ("RayOfFrost", 28, 0, 0)
Goto See
Acidsplash:
MAG1 F 1 A_CustomMissile ("AcidSplash", 28, 0, 0)
Goto See
Burninghands:
MAG1 F 8 A_CustomMissile ("BurningHands", 28, 0, 0)
Goto See
MagicMissile:
MAG1 F 8 A_CustomMissile ("MagicM", 28, 0, -45)
Goto See[/code]
That way, a monster with tons of attacks (I once had a monster with ten attacks; it was a real pain to put in the jumps) could be broken down into manegeble chunks.
Also, custom death states could be useful. Like, a projectile could have [code]DEATHTYPE "AcidDeath"[/code] on it. When the decorate code reader thingy sees this on a projectile that kills something, it looks for a state called AcidDeath on the dying actor. If It doesn't see it, it just goes to the normal death sequence.
If these "Custom states" things work, it would be cool. If not, please tell me and then forget I asked.