by X-DOOM » Wed Aug 15, 2012 12:49 am
Blzut3 wrote:X-DOOM wrote:The only feature missing in ZDoom is the one I created for the animated character in the game Thing_SetState(tid, State). The creator of ZDoom, Randy Heit, has created a similar function that does not seem to do what I need, I need to recreate it again with ZDoom 2.6.1... unless Randy want to implement it on his futur engine.
What does it do that [wiki]SetActorState[/wiki] does not?
I have no idea what does SetActorState really, i have been trying to get it work on my decorate units, but they just stand there on their spawn state doing nothing.
I tried this.
SetActorState(221, "Orditape", true); //nothing works
SetActorState(221, "Orditape", false); //nothing works
SetActorState(221, "Orditape"); //nothing works
SetActorState(221, "OrditapeState", true); //nothing works
SetActorState(221, "OrditapeState", false); //nothing works
SetActorState(221, "OrditapeState"); //nothing works
What mine does is swap for exemple the Spawn state to Talk state for doing cut-scene
Stand/Spawn State
Give a keycard and then check each side, then return to Stand/Spawn.
Code: Select all
zd3k.pk3/Decorate/Npc_EDFB.txt
//===========================================================================
//
// Human Marine EDF B HR12 GUN
//
//===========================================================================
ACTOR NPC_EDFB 7213
{
SpawnID 165
Obituary "%o was killed by a EDFB."
Health 100
Radius 20
Height 56
Mass 100
Speed 8
PainChance 200
SeeSound "edfbmarines/sight"
AttackSound "edfbmarines/attack"
PainSound "edfbmarines/pain"
DeathSound "edfbmarines/death"
ActiveSound "edfbmarines/active"
DropItem "Shell"
Monster
+FLOORCLIP
States
{
Stand:
EDFB V 10 A_Look
loop
Spawn:
EDFB A 10 A_Look
EDFB B 10 A_Look
Loop
See:
EDFB A 3 A_Chase
EDFB A 3 A_Chase
EDFB B 3 A_Chase
EDFB B 3 A_Chase
EDFB C 3 A_Chase
EDFB C 3 A_Chase
EDFB D 3 A_Chase
EDFB D 3 A_Chase
Loop
Missile:
EDFB E 10 A_FaceTarget
EDFB F 10 BRIGHT A_SposAttackUseAtkSound
EDFB E 10
Goto See
Pain:
EDFB G 3
EDFB G 3 A_Pain
Goto See
Death:
EDFB H 5
EDFB I 5 A_Scream
EDFB J 5 A_NoBlocking
EDFB K 5
EDFB L -1
Stop
XDeath:
EDFB M 5
EDFB N 5 A_XScream
EDFB O 5 A_NoBlocking
EDFB P 5
EDFB Q 5
EDFB R 5
EDFB S 5
EDFB T 5
EDFB U -1
Stop
Raise:
EDFB L 5
EDFB K 5
EDFB J 5
EDFB I 5
EDFB H 5
Goto See
Pain.Fire:
EDFA G 3
EDFA G 3 A_Pain
goto See
Pain.Disp:
EDFA G 3
EDFA G 3 A_Pain
goto See
Death.Fire:
BURN A 8
BURN B 8
BURN C 8
BURN D 8 A_Scream
BURN E 8
BURN F 8
BURN G 8
BURN H 8
BURN I 8
BURN J 8
BURN K 8
BURN L 8
BURN M 8
BURN N 8
BURN O 8
BURN P 8
BURN Q 8 A_NoBlocking
BURN R 8
BURN S 8
BURN T 8
BURN U 8
BURN V -1
Death.Disp:
EDF2 A 8
EDF2 B 8 A_Scream
EDF2 C 8
EDF2 D 8
EDF2 E 8
VIDE A -1 A_NoBlocking
Talk:
EDFB W 10
EDFB W 10
Loop
Givecard:
EDFB W 10
EDFB X 10
EDFB Z 10
EDB1 A 10
EDB1 B 10
EDB1 C 10
EDFB Z 10
EDFB X 10
EDFB W -1
Stop
Release:
EDFB W 10
EDFB X -1
Stop
Unrelease:
EDFB Y 10
EDFB X 10
EDFB W 10
Goto Talk
Orditape:
EDFB Y 10
EDFB Z 10
EDB3 A 10
EDFB Z 10
EDB3 A 10
Loop
Headturn:
EDFB W 10
EDF1 D 10
EDF1 E 10
EDFB W 10
Goto Talk
}
}
[quote="Blzut3"][quote="X-DOOM"]The only feature missing in ZDoom is the one I created for the animated character in the game [b]Thing_SetState(tid, State)[/b]. The creator of ZDoom, Randy Heit, has created a similar function that does not seem to do what I need, I need to recreate it again with ZDoom 2.6.1... unless Randy want to implement it on his futur engine.[/quote]
What does it do that [wiki]SetActorState[/wiki] does not?[/quote]
I have no idea what does SetActorState really, i have been trying to get it work on my decorate units, but they just stand there on their spawn state doing nothing.
I tried this.
SetActorState(221, "Orditape", true); //nothing works
SetActorState(221, "Orditape", false); //nothing works
SetActorState(221, "Orditape"); //nothing works
SetActorState(221, "OrditapeState", true); //nothing works
SetActorState(221, "OrditapeState", false); //nothing works
SetActorState(221, "OrditapeState"); //nothing works
What mine does is swap for exemple the Spawn state to Talk state for doing cut-scene
Stand/Spawn State
[img]http://www.jeffthibault.com/doom/zd3k/edfbv1.png[/img]
Give a keycard and then check each side, then return to Stand/Spawn.
[img]http://www.jeffthibault.com/doom/zd3k/edfb_anim1.gif[/img]
[code]
zd3k.pk3/Decorate/Npc_EDFB.txt
//===========================================================================
//
// Human Marine EDF B HR12 GUN
//
//===========================================================================
ACTOR NPC_EDFB 7213
{
SpawnID 165
Obituary "%o was killed by a EDFB."
Health 100
Radius 20
Height 56
Mass 100
Speed 8
PainChance 200
SeeSound "edfbmarines/sight"
AttackSound "edfbmarines/attack"
PainSound "edfbmarines/pain"
DeathSound "edfbmarines/death"
ActiveSound "edfbmarines/active"
DropItem "Shell"
Monster
+FLOORCLIP
States
{
Stand:
EDFB V 10 A_Look
loop
Spawn:
EDFB A 10 A_Look
EDFB B 10 A_Look
Loop
See:
EDFB A 3 A_Chase
EDFB A 3 A_Chase
EDFB B 3 A_Chase
EDFB B 3 A_Chase
EDFB C 3 A_Chase
EDFB C 3 A_Chase
EDFB D 3 A_Chase
EDFB D 3 A_Chase
Loop
Missile:
EDFB E 10 A_FaceTarget
EDFB F 10 BRIGHT A_SposAttackUseAtkSound
EDFB E 10
Goto See
Pain:
EDFB G 3
EDFB G 3 A_Pain
Goto See
Death:
EDFB H 5
EDFB I 5 A_Scream
EDFB J 5 A_NoBlocking
EDFB K 5
EDFB L -1
Stop
XDeath:
EDFB M 5
EDFB N 5 A_XScream
EDFB O 5 A_NoBlocking
EDFB P 5
EDFB Q 5
EDFB R 5
EDFB S 5
EDFB T 5
EDFB U -1
Stop
Raise:
EDFB L 5
EDFB K 5
EDFB J 5
EDFB I 5
EDFB H 5
Goto See
Pain.Fire:
EDFA G 3
EDFA G 3 A_Pain
goto See
Pain.Disp:
EDFA G 3
EDFA G 3 A_Pain
goto See
Death.Fire:
BURN A 8
BURN B 8
BURN C 8
BURN D 8 A_Scream
BURN E 8
BURN F 8
BURN G 8
BURN H 8
BURN I 8
BURN J 8
BURN K 8
BURN L 8
BURN M 8
BURN N 8
BURN O 8
BURN P 8
BURN Q 8 A_NoBlocking
BURN R 8
BURN S 8
BURN T 8
BURN U 8
BURN V -1
Death.Disp:
EDF2 A 8
EDF2 B 8 A_Scream
EDF2 C 8
EDF2 D 8
EDF2 E 8
VIDE A -1 A_NoBlocking
Talk:
EDFB W 10
EDFB W 10
Loop
Givecard:
EDFB W 10
EDFB X 10
EDFB Z 10
EDB1 A 10
EDB1 B 10
EDB1 C 10
EDFB Z 10
EDFB X 10
EDFB W -1
Stop
Release:
EDFB W 10
EDFB X -1
Stop
Unrelease:
EDFB Y 10
EDFB X 10
EDFB W 10
Goto Talk
Orditape:
EDFB Y 10
EDFB Z 10
EDB3 A 10
EDFB Z 10
EDB3 A 10
Loop
Headturn:
EDFB W 10
EDF1 D 10
EDF1 E 10
EDFB W 10
Goto Talk
}
}[/code]