ZD3K: The Conspiracy?

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Expand view Topic review: ZD3K: The Conspiracy?

Re: ZD3K: The Conspiracy?

by samtam90 » Sun Sep 02, 2012 12:13 pm

I almost can't believe this mod is still alive... hope you'll be able to finish it :D

Re: ZD3K: The Conspiracy?

by Ryan Cordell » Thu Aug 16, 2012 7:05 am

Holyshitholyshitholyshit.

This mod was my idol the day I saw it, it looked amazing, it had such an amazing feature list back then. It's awesome that you're continuing this. :)

Re: ZD3K: The Conspiracy?

by X-DOOM » Wed Aug 15, 2012 7:36 pm

Blzut3 wrote:
X-DOOM wrote:Example
Does this work for you?
Oh man, this worked on ZDoom fine, i saw what i did wrong on SetActorState

Used SetActorState(222, "OrditalkState");
Instead of SetActorState(222, "Orditalk"); works fine now
I feel stupid :roll:

Thanks a lot Blzut3, i wont need anymore my modified source port, gonna now use fully ZDoom.

Re: ZD3K: The Conspiracy?

by Blzut3 » Wed Aug 15, 2012 6:09 pm

X-DOOM wrote:Example
Does this work for you?
Attachments
SetActorState_fixed.zip
(958 Bytes) Downloaded 27 times

Re: ZD3K: The Conspiracy?

by Gez » Wed Aug 15, 2012 4:54 pm

X-DOOM wrote:Oh man, these things was not made up when i quit 6 years ago... there is tons of new stuff to learn... back to Doom school :?
A good place to start would be to look at the [wiki]version history[/wiki] to get an overview of everything new since 2006 (or earlier).

Re: ZD3K: The Conspiracy?

by X-DOOM » Wed Aug 15, 2012 4:49 pm

FDARI wrote:SetActorState is not an [wiki=Action_specials]action special[/wiki] but an [wiki=Built-in_ACS_functions]ACS function[/wiki]. ACS functions cannot be called from decorate, but you can solve this.

There are action specials for running ACS scripts, so you can run ACS scripts from decorate. You need an ACS [wiki]library[/wiki] to contain the script.

Strings cannot pass from decorate to ACS, so you will need to specify the state name inside the script.

Using [wiki]named scripts[/wiki] can help you keep the code easily managed and compatible with mods (whether people use your script to mod another game, or another mod on your game).

Basic setactorstate script:

Code: Select all

script "setstate:running" (void) { SetActorState(0, "running"); }
The easiest way to work with many states is to have many scripts like the above. If you want many states in a single script you need ACS to pick a string based on a number passed from decorate. That requires more management.
Oh man, these things was not made up when i quit 6 years ago... there is tons of new stuff to learn... back to Doom school :?

Re: ZD3K: The Conspiracy?

by X-DOOM » Wed Aug 15, 2012 4:38 pm

Blzut3 wrote:
X-DOOM wrote:SetActorState(221, "Orditape"); //nothing works
I would think this should work for what you want to do. If you provide a minimal example wad we should be able to figure why it isn't working for you.
There i ziped all the sprites and the decorate file of my npc that have these special states not working with SetActorState, but does work with my Thing_SetState function.

there are 2 maps file.
- SetActorState_zdoom.wad is for ZDoom (SetActorState function)
- SetActorState_zxdoom.wad is for ZXDoom (Thing_SetState function)

zspecial.acs normal file for ZDoom
zspecial2.acs adapted for ZXDoom with this line 147:Thing_SetState(2),

I have included the modified ZDoom port, ZXDoom, it does share the same zdoom.ini file, it does not modify it or alter it. He is only built for my Thing_SetState function.

Download here: http://www.jeffthibault.com/doom/zd3k/t ... te_bug.zip 1639kb

Re: ZD3K: The Conspiracy?

by Tormentor667 » Wed Aug 15, 2012 3:25 pm

Welcome back man :)

Re: ZD3K: The Conspiracy?

by Xtyfe » Wed Aug 15, 2012 10:13 am

Whoa, thats amazing. glad to see you are still around X-Doom

Re: ZD3K: The Conspiracy?

by Nash » Wed Aug 15, 2012 5:59 am

... HOLY CRAP IT'S X-DOOM!!! what's with all these oldtimers returning out of nowhere!!!

X-Doom, you should consider writing code patches and submit them to the Code Submission forum.

Also check out GZDoomBuilder, a fork of DB2 with extended ZDoom-specific editing features.

Re: ZD3K: The Conspiracy?

by X-DOOM » Wed Aug 15, 2012 2:34 am

Blzut3 wrote:
X-DOOM wrote:SetActorState(221, "Orditape"); //nothing works
I would think this should work for what you want to do. If you provide a minimal example wad we should be able to figure why it isn't working for you.
Sure, i will try to isolate the decorate file, the test map file and all my def/special acs file. I will also add my modified zdoom with both test map.

Re: ZD3K: The Conspiracy?

by Blzut3 » Wed Aug 15, 2012 2:18 am

X-DOOM wrote:SetActorState(221, "Orditape"); //nothing works
I would think this should work for what you want to do. If you provide a minimal example wad we should be able to figure why it isn't working for you.

Re: ZD3K: The Conspiracy?

by FDARI » Wed Aug 15, 2012 1:52 am

SetActorState is not an [wiki=Action_specials]action special[/wiki] but an [wiki=Built-in_ACS_functions]ACS function[/wiki]. ACS functions cannot be called from decorate, but you can solve this.

There are action specials for running ACS scripts, so you can run ACS scripts from decorate. You need an ACS [wiki]library[/wiki] to contain the script.

Strings cannot pass from decorate to ACS, so you will need to specify the state name inside the script.

Using [wiki]named scripts[/wiki] can help you keep the code easily managed and compatible with mods (whether people use your script to mod another game, or another mod on your game).

Basic setactorstate script:

Code: Select all

script "setstate:running" (void) { SetActorState(0, "running"); }
The easiest way to work with many states is to have many scripts like the above. If you want many states in a single script you need ACS to pick a string based on a number passed from decorate. That requires more management.

Re: ZD3K: The Conspiracy?

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
Image

Give a keycard and then check each side, then return to Stand/Spawn.
Image


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
	}
}

Re: ZD3K: The Conspiracy?

by Blzut3 » Wed Aug 15, 2012 12:30 am

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?

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