A_Resurrect(Children/Parent/Siblings, state, chance)

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Expand view Topic review: A_Resurrect(Children/Parent/Siblings, state, chance)

Re: A_Resurrect(Children/Parent/Siblings, state, chance)

by Gez » Wed Jul 15, 2009 2:44 pm

The functions that have been added:
http://zdoom.org/w/index.php?title=Acti ... ldid=23297

Re: A_Resurrect(Children/Parent/Siblings, state, chance)

by Ichor » Wed Jul 15, 2009 1:55 pm

Can a player use this on a monster? For instance, you've got a weapon or something and you want to revive that imp over there. Could this do that, or is it specifically for parent/children situations?

Re: A_Resurrect(Children/Parent/Siblings, state, chance)

by Amuscaria » Tue Jul 14, 2009 9:39 am

Mega-win! :O

Re: A_Resurrect(Children/Parent/Siblings, state, chance)

by Graf Zahl » Mon Jul 13, 2009 1:10 pm

Added. One note though: If you want to use a static function from another file the proper way is not to duplicate it!
Code duplication is always bad. Remove the static from the declaration and use the original instead!

Re: A_Resurrect(Children/Parent/Siblings, state, chance)

by Xaser » Sat Jul 11, 2009 10:06 pm

Just to answer "why?" in advance, putting patches in

Code: Select all

 tags completely messes up the spacing when attempting to apply them. As-is, the devs would have to re-do the tabs by hand, which likely isn't very fun.

Re: A_Resurrect(Children/Parent/Siblings, state, chance)

by Rachael » Sat Jul 11, 2009 9:31 pm

This is a

Code: Select all

 patch. It would be much better if you made an attachment, instead.

Re: A_Resurrect(Children/Parent/Siblings, state, chance)

by CO2 » Sat Jul 11, 2009 6:47 pm

Well, I was able to get a working A_RaiseMaster/Children/Siblings, but I copied over a piece of code from another file (specifically the DoThingRaise function) to do it.

Edit: Yeah ok, I attached it.
Attachments
master-child.txt
(4.38 KiB) Downloaded 20 times

Re: A_Raise(Children/Parent/Siblings, state, chance)

by .+:icytux:+. » Mon Jun 22, 2009 1:39 pm

Snarboo wrote:
.+:icytux:+. wrote:yes indeed. like the stone throwing guy in batmandoom. he could not be used outside his arena tho :P
Killer Croc actually used some dehacked trickery and probably could be used in a new arena if everything was setup properly. Basically, Killer Croc worked like an archvile and would try and resurrect the stones on the ground, but as soon as he did, the stone would be removed and Killer Croc would jump to his projectile state.
yea this is exactly what i meant. and yes, thats how he works :P

Re: A_Raise(Children/Parent/Siblings, state, chance)

by Snarboo » Sun Jun 21, 2009 7:33 pm

.+:icytux:+. wrote:yes indeed. like the stone throwing guy in batmandoom. he could not be used outside his arena tho :P
Killer Croc actually used some dehacked trickery and probably could be used in a new arena if everything was setup properly. Basically, Killer Croc worked like an archvile and would try and resurrect the stones on the ground, but as soon as he did, the stone would be removed and Killer Croc would jump to his projectile state.

The final boss in ZanZan worked similarly, only with the items he resurrected actually being monsters.

Re: A_Raise(Children/Parent/Siblings, state, chance)

by .+:icytux:+. » Sun Jun 21, 2009 12:43 pm

Ghastly_dragon wrote:
Eriance wrote:A_Ressurect
A_Resurrect.* :p

Seconded! This could come in very handy indeed for bosses.
yes indeed. like the stone throwing guy in batmandoom. he could not be used outside his arena tho :P

Re: A_Raise(Children/Parent/Siblings, state, chance)

by Ghastly » Sun Jun 21, 2009 9:10 am

Eriance wrote:A_Ressurect
A_Resurrect.* :p

Seconded! This could come in very handy indeed for bosses.

Re: A_Raise(Children/Parent/Siblings, state, chance)

by Amuscaria » Sun Jun 21, 2009 8:28 am

Oops, i forgot A_Raise was for weapons. I mean more like A_Ressurect, where a tagged that is either a master, servant, or subbling can be raised by calling this action from another related actor. The State parameter isn't that important, i just through i throw it in there. It would be similar to A_DamageChildren and A_KillChildren. But just done with a single action, instead of 3.

Re: A_Raise(Children/Parent/Siblings, state, chance)

by HotWax » Sun Jun 21, 2009 1:24 am

I was just assuming he meant a new version of [wiki=A_VileChase]this function[/wiki].

Re: A_Raise(Children/Parent/Siblings, state, chance)

by printz » Sun Jun 21, 2009 12:47 am

Eriance wrote:Same as title
Please elaborate. A_Raise is a weapon function for now, triggered continuously when selected, to appear on screen. But what are the children, parents and siblings? Or also state or chance? What are they for?

EDIT: I suspect it's something that makes a summoner brings all (or part) of his creations back to life... Or a submonster (like nonmecha hitler or nonmounted dsparil) that brings his former self back to glory, while himself still alive. Or a monster that makes another monster, co-guardian, by remote, back to life. Am I correct?

Re: A_Raise(Children/Parent/Siblings, state, chance)

by HotWax » Sat Jun 20, 2009 11:50 pm

The state parameter is not because one actor cannot affect another's states, as I recall. Selectively raising actors may be possible.

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