A_Shatter(class)

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: A_Shatter(class)

by Cutmanmike » Fri Aug 26, 2005 5:14 am

Erm..... We're not after shattered glass. READ THE REST OF THE THREAD BEFORE POSTING :P

by solarsnowfall » Fri Aug 26, 2005 2:55 am

Check out the "Real Combat" mod, the thread is in the Editing section. I thas a very convincing shattered glass effect IMO.

by Lexus Alyus » Thu Aug 25, 2005 3:58 pm

Yeah, that's the limitations of 8BPP...

:twisted:

by justin024 » Wed Aug 24, 2005 11:30 am

you can do a lot with spawn, getactorx/y/z, thrustthingz and random(). You could even make an endless fountain of guts :twisted:
And thrustthing will soon support any tid which will help. At the moment this is not possible because of thrustthing not supporting any TID. Wait 'till 2.0.97 and it will be possible from any point in the level. If you didn't want it coming from a single point, random() could solve that.

EDIT: I just realized how much I like the fountain of guts idea. My mod will now have some gut fountains after certain events have passed. Strife's "meat" class seems to be just right for this. Although converting from Strife to Doom's pallette means losing some of the redness and having to put it back manually :| I thought decorate would work for x/y movement, but it doesn't in conjunction spawn. In 2.0.96, you would need to use thing_projectilegravity which requires a static teleportation point (damn). The only drawback to using ACS vs. a decorate class would be that ACS could only (and always) be triggered after a monster dies (whether it be death, xdeath, freeze, burn, etc.), rather than any given state.

by Graf Zahl » Mon Aug 22, 2005 6:40 am

It's the closest thing you got (and judging from the state of things the closest you may get in the foreseeable future.)

by Cutmanmike » Mon Aug 22, 2005 5:49 am

But does that have the same effect as this? I thought spawndebris just came from a single point in the actor, and not all over?

by Graf Zahl » Mon Aug 22, 2005 5:38 am

You might want to play around with A_SpawnDebris. Look at the example WAD that comes with .96x.

A_Shatter(class)

by Cutmanmike » Mon Aug 22, 2005 5:31 am

This would pretty much be the same effect as the one when you shatter a monster in a frozen death state. However, the "class" argument could be any custom actor. For example, A_Shatter("GibbedMarine") would spew out guts everywhere.

Top