by Jekyll Grim Payne » Fri Nov 21, 2008 1:26 pm
There were many cases when I couldn't realize a feature I invented because of the lack of important commands. Actually the state jumps checking for inventory items are not enough functional. I think that some of them must be extended:
A_JumpIfInventory (string inventorytype, int amount, int offset, int match_type) - the match_type (or something like this) must be 0 (less), 1 (exactly), 2 (more), because the ability to check if there are more items than the value is not enough!
A_JumpIfHealth (int health, int offset, int match_type) - enhanced variant of poor A_JumpIfHealthLower with similar new argument
A_JumpIfArmor (int armor, int offset, int match_type) - function checking for armor is extremely necessary!
A_JumpIfPlayerInventory (string inventorytype, int amount, int offset, int match_type) - this must always check for an item in the players inventoery regardless of the activator of the function - very often necessary
apart from state jumps I'd like this to be enhanced:
A_Fall (int blocking) - if the new argument is 1, then the actor stays solid after death, but its height gets equivalent to its deathheight property
There are a couple of flags I consider necessary (at least only a couple that I remember at the moment, 'cause I have many ideas)
VANISHONWATER - it should make the projectile be removed when it touches liquid texture. For now it is only possible, when the projectile is bouncing, but it MUST be possible to do it without making it to be a bouncing projectile
DOOMBOUNCEFLOOR
DOOMBOUNCEWALLS
these two flags must make the projectile bounce only off floor or only off walls but losing momentum anyway
I can't say I know everything about decorate, perhaps some of the things I suggested already can be realized in other ways - then explain it to me, because it is necessary.
There were many cases when I couldn't realize a feature I invented because of the lack of important commands. Actually the state jumps checking for inventory items are not enough functional. I think that some of them must be extended:
[b]A_JumpIfInventory (string inventorytype, int amount, int offset, int match_type)[/b] - the match_type (or something like this) must be 0 (less), 1 (exactly), 2 (more), because the ability to check if there are more items than the value is not enough!
[b]A_JumpIfHealth (int health, int offset, int match_type)[/b] - enhanced variant of poor A_JumpIfHealthLower with similar new argument
[b]A_JumpIfArmor (int armor, int offset, int match_type)[/b] - function checking for armor is extremely necessary!
[b]A_JumpIfPlayerInventory (string inventorytype, int amount, int offset, int match_type)[/b] - this must always check for an item in the players inventoery regardless of the activator of the function - very often necessary
apart from state jumps I'd like this to be enhanced:
[b]A_Fall (int blocking)[/b] - if the new argument is 1, then the actor stays solid after death, but its height gets equivalent to its deathheight property
There are a couple of flags I consider necessary (at least only a couple that I remember at the moment, 'cause I have many ideas)
[b]VANISHONWATER[/b] - it should make the projectile be removed when it touches liquid texture. For now it is only possible, when the projectile is bouncing, but it MUST be possible to do it without making it to be a bouncing projectile
[b]DOOMBOUNCEFLOOR[/b]
[b]DOOMBOUNCEWALLS[/b]
these two flags must make the projectile bounce only off floor or only off walls but losing momentum anyway
I can't say I know everything about decorate, perhaps some of the things I suggested already can be realized in other ways - then explain it to me, because it is necessary.