A few requests

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Expand view Topic review: A few requests

by Darkhaven » Thu Jul 14, 2005 4:24 am

Got a WAD that does it by referencing DECORATE objects instead of replacing existing ones?

That WAD you just posted isn't too shabby though :P

by Xaser » Wed Jul 13, 2005 3:22 pm

How about this wad, then? It has the Doom press-release version of the Plasma gun, using DeHackEd, too.

And I *think* that the tranquilizer function can be emulated easily with explosions that deal 0 damage... I'm thinking that they might still send an enemy into their pain state.

by Darkhaven » Wed Jul 13, 2005 2:51 pm

TheDarkArchon wrote:First of all, what the Hell does it do?
Stuff like the Doom Press Release Plasmagun would be possible with this action. It's more of a cosmetic thing really.

by Cutmanmike » Wed Jul 13, 2005 8:24 am

TheDarkArchon wrote:What do you think Thing_SetAngle in 2.0.96x is?
The hell..... How do I keep missing these hidden features? I swear we need an unofficial wiki!

by TheDarkArchon » Wed Jul 13, 2005 8:20 am

First of all, what the Hell does it do?

by Darkhaven » Wed Jul 13, 2005 8:07 am

Graf Zahl wrote:I really don't see what you want to do there. To me it looks that you'd like to have code that you'd have to script yourself moved into the engine.
I'd like to see how to script Thing_SpecialProjectile(); please.

by TheDarkArchon » Wed Jul 13, 2005 8:05 am

What do you think Thing_SetAngle in 2.0.96x is?

by Cutmanmike » Wed Jul 13, 2005 7:58 am

Thing_ForceDirection(); seems the only logical one here. And we need it.

by Graf Zahl » Wed Jul 13, 2005 7:14 am

I really don't see what you want to do there. To me it looks that you'd like to have code that you'd have to script yourself moved into the engine.

by Darkhaven » Wed Jul 13, 2005 6:56 am

Graf Zahl wrote::laff:
Yeah, you keep laughing your ass off over there, Graf. I'd like to see anyone with an easier way to do a Thing_SpecialProjectile(); action than mine, more specifically, one that uses less arguments but the same level of functionality.

by Graf Zahl » Wed Jul 13, 2005 6:54 am

:laff:

by Darkhaven » Wed Jul 13, 2005 6:36 am

I give up.

by TheDarkArchon » Wed Jul 13, 2005 6:36 am

No they aren't: They are different numbers.

by Darkhaven » Wed Jul 13, 2005 6:35 am

Why not? DoomEdNum in DECORATE is basically the same as the numbers those T_THING macros are hiding, from what I've seen, and the DECORATE names for actors can in theory be thought of as macros for the DoomEdNums.

by TheDarkArchon » Wed Jul 13, 2005 6:33 am

BTW, SpawnID's wouldn't be used if THING_SPECIALPROJECTILE: Proper names would be used.

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