Summoned Actor Angle

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Expand view Topic review: Summoned Actor Angle

Re: Summoned Actor Angle

by HotWax » Mon Dec 15, 2008 7:52 pm

Yeah I removed the link 'cause it wasn't working anyway, and also I linked the wrong file. :P

Re: Summoned Actor Angle

by bagheadspidey » Mon Dec 15, 2008 7:46 pm

I get an error 500 when I click that link, but I see what you mean now. For some reason I thought demos were broken or something... my bad.

Re: Summoned Actor Angle

by HotWax » Mon Dec 15, 2008 7:36 pm

bagheadspidey wrote:Wrong thread? =/
No. He added the summon commands but he gave them new DEM codes so that the old summon* commands still exist for playing older demos. This is important for demo compatibility since these commands can be stored in and played back from demo files.

Code: Select all

--- zdoom/trunk/src/d_protocol.h	2008/10/21 02:27:21	1272
+++ zdoom/trunk/src/d_protocol.h	2008/12/16 01:23:44	1317
@@ -148,6 +148,9 @@
 	DEM_DELCONTROLLER,	// 49 Player to remove from the controller list.
 	DEM_KILLCLASSCHEAT,	// 50 String: Class to kill.
 	DEM_CONVERSATION,	// 51 Make conversations work.
+	DEM_SUMMON2,		// 52 String: Thing to fabricate, WORD: angle offset
+	DEM_SUMMONFRIEND2,	// 53
+	DEM_SUMMONFOE2,		// 54
 };
 
 // The following are implemented by cht_DoCheat in m_cheat.cpp

Re: Summoned Actor Angle

by bagheadspidey » Mon Dec 15, 2008 7:33 pm

randy wrote:Done, though I opted to add these as new DEM commands so that old demos can continue to play. For future reference, changes like this also need some numbers in version.h bumped to prevent old versions of ZDoom from trying to play demos that have these.
Wrong thread? =/

Re: Summoned Actor Angle

by randi » Mon Dec 15, 2008 7:23 pm

Done, though I opted to add these as new DEM commands so that old demos can continue to play. For future reference, changes like this also need some numbers in version.h bumped to prevent old versions of ZDoom from trying to play demos that have these.

Re: Summoned Actor Angle

by Karate Chris » Sun Dec 14, 2008 4:39 am

Sorry for the delay. The command now works like this:

Code: Select all

summon <class name> <angle>
The angle is relative to the player, so 'summon actor 0' will make the actor face away from the player and 'summon actor 180' will make it face the player. If no angle is specified then the default behaviour is assumed.

I also merged the duplicate summoning code into one, and each command calls that instead.

Re: Summoned Actor Angle

by Graf Zahl » Sun Dec 07, 2008 3:33 am

I'm moving this out of 'code submissions'.

It should be clear that the submission as it is won't be used so I consider it not present.

Re: Summoned Actor Angle

by HotWax » Tue Dec 02, 2008 6:30 pm

MG_Man wrote:Perhaps a third option to set whether the angle is relative to the player's view or the map?
You could also take a page out of puke's book and make it act differently based on whether the value is positive or negative.

e.g. "summon HellKnight 0" might spawn the actor facing East (Current behavior), "summon HellKnight 90" would face it south, "summon HellKnight -1" (or -360?) would summon it (close to) the same angle as the player is currently facing, thus spawning it with its back to the player, etc.

Re: Summoned Actor Angle

by MG_Man » Mon Dec 01, 2008 1:54 pm

Perhaps a third option to set whether the angle is relative to the player's view or the map?

Re: Summoned Actor Angle

by BouncyTEM » Sun Nov 30, 2008 12:00 pm

I happen to like Enjay's suggestion. That would certainly be the most useful.

Re: Summoned Actor Angle

by Enjay » Thu Nov 27, 2008 1:36 pm

Actually, I'm a bit torn on this one. On one hand, I have actually found it very useful to know that a sumoned actor will always appear facing angle 0 when testing out a variety of things. On the other hand, I have sometimes found it frustrating to not be able to summon an actor facing a direction other than 0.

How about

summon [actor] [angle]

defaulting to 0 if angle is not provided?

Re: Summoned Actor Angle

by Karate Chris » Thu Nov 27, 2008 12:48 pm

I would have thought it would be more useful since you can hide from the monster and activate it when you need to.

Re: Summoned Actor Angle

by Graf Zahl » Thu Nov 27, 2008 12:43 pm

Even less useful if you can't summon a monster facing towards you.

Summoned Actor Angle

by Karate Chris » Thu Nov 27, 2008 12:33 pm

Summoned actors always have an angle of 0. This patch makes the summoned actor face away from the player.

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