by solarsnowfall » Sun Aug 20, 2006 3:43 pm
Like the recent addition to Radius_Quake, I'd like to see Thing_Projectile and it's derivatives have the ability to treat a TID of 0 as the activator. Why? Because of the greater flexibility of being able to set a dynamic speed and vspeed. I am aware of the ability to set a random pitch via A_CustomMissile, but the base speed of the projectile will always be constant. Being able to directly use Thing_Projectile (or one of it's counterparts) directly in DECORATE one could fire off projectiles with far greater trajectory varience.
Example
Code: Select all
actor W_Drop
{
height 4
radius 2
mass 1
+MISSILE
renderstyle Translucent
alpha 0.75
states
{
Spawn:
DROP A 1
loop
Death:
DROP A 1 A_FadeOut(0.1)
loop
}
}
actor W_Fountain : SwitchableDecoration 20000
{
+NOGRAVITY +NOCLIP +NOBLOCKMAP +NOSECTOR
states
{
Spawn:
Active:
TNT1 A 0
TNT1 A 1 SpawnProjectile(0, "W_Drop", random(0, 255), random(0, 50), random(0, 25), 1, 0)
loop
Inactive:
TNT1 A 1
loop
}
}
Otherwise, someone has to resort to something like this.
Code: Select all
actor W_Drop1
{
height 4
radius 2
mass 1
speed 12
+MISSILE
renderstyle Translucent
alpha 0.75
states
{
Spawn:
DROP A 1
loop
Death:
DROP A 1 A_FadeOut(0.1)
loop
}
}
actor W_Drop2: W_Drop1
{
speed 11
}
actor W_Drop3: W_Drop1
{
speed 10
}
actor W_Drop4: W_Drop1
{
speed 9
}
actor W_Fountain : SwitchableDecoration 20000
{
+NOGRAVITY +NOCLIP +NOBLOCKMAP +NOSECTOR
states
{
Spawn:
Active:
TNT1 A 0
TNT1 A 0 A_Jump(192, 2)
TNT1 A 1 A_CustomMissile("W_Drop1", 0, 0, random(0, 359), 2, random(65, 115)
loop
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1 A_CustomMissile("W_Drop2", 0, 0, random(0, 359), 2, random(65, 115)
loop
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1 A_CustomMissile("W_Drop3", 0, 0, random(0, 359), 2, random(65, 115)
loop
TNT1 A 1 A_CustomMissile("W_Drop4", 0, 0, random(0, 359), 2, random(65, 115)
loop
Inactive:
TNT1 A 1
loop
}
}
And even then the results are less desirable. It seems to me there have been a lot of requests for custom particle fountains. I think that DECORATE is already very well set up to make these, to some extent, without some new special custom partical features. Being able to use Thing_Projectile ect like this greatly improves the appearance of such effects while reducing the amount of code needed to create it.
[edit]Argh1! Spelling...
Like the recent addition to Radius_Quake, I'd like to see Thing_Projectile and it's derivatives have the ability to treat a TID of 0 as the activator. Why? Because of the greater flexibility of being able to set a dynamic speed and vspeed. I am aware of the ability to set a random pitch via A_CustomMissile, but the base speed of the projectile will always be constant. Being able to directly use Thing_Projectile (or one of it's counterparts) directly in DECORATE one could fire off projectiles with far greater trajectory varience.
Example
[code]actor W_Drop
{
height 4
radius 2
mass 1
+MISSILE
renderstyle Translucent
alpha 0.75
states
{
Spawn:
DROP A 1
loop
Death:
DROP A 1 A_FadeOut(0.1)
loop
}
}
actor W_Fountain : SwitchableDecoration 20000
{
+NOGRAVITY +NOCLIP +NOBLOCKMAP +NOSECTOR
states
{
Spawn:
Active:
TNT1 A 0
TNT1 A 1 SpawnProjectile(0, "W_Drop", random(0, 255), random(0, 50), random(0, 25), 1, 0)
loop
Inactive:
TNT1 A 1
loop
}
}[/code]
Otherwise, someone has to resort to something like this.
[code]actor W_Drop1
{
height 4
radius 2
mass 1
speed 12
+MISSILE
renderstyle Translucent
alpha 0.75
states
{
Spawn:
DROP A 1
loop
Death:
DROP A 1 A_FadeOut(0.1)
loop
}
}
actor W_Drop2: W_Drop1
{
speed 11
}
actor W_Drop3: W_Drop1
{
speed 10
}
actor W_Drop4: W_Drop1
{
speed 9
}
actor W_Fountain : SwitchableDecoration 20000
{
+NOGRAVITY +NOCLIP +NOBLOCKMAP +NOSECTOR
states
{
Spawn:
Active:
TNT1 A 0
TNT1 A 0 A_Jump(192, 2)
TNT1 A 1 A_CustomMissile("W_Drop1", 0, 0, random(0, 359), 2, random(65, 115)
loop
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1 A_CustomMissile("W_Drop2", 0, 0, random(0, 359), 2, random(65, 115)
loop
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1 A_CustomMissile("W_Drop3", 0, 0, random(0, 359), 2, random(65, 115)
loop
TNT1 A 1 A_CustomMissile("W_Drop4", 0, 0, random(0, 359), 2, random(65, 115)
loop
Inactive:
TNT1 A 1
loop
}
}[/code]
And even then the results are less desirable. It seems to me there have been a lot of requests for custom particle fountains. I think that DECORATE is already very well set up to make these, to some extent, without some new special custom partical features. Being able to use Thing_Projectile ect like this greatly improves the appearance of such effects while reducing the amount of code needed to create it.
[edit]Argh1! Spelling...