NORANDOMPUFFZ

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Expand view Topic review: NORANDOMPUFFZ

Re: NORANDOMPUFFZ

by Nash » Thu Mar 14, 2013 2:55 pm

Well that sucks. Yo Fortune Teller, think you can take a look at it? If you're meaning to use this flag for laser sights, then the ceiling bouncing effect is totally undesirable.

Re: NORANDOMPUFFZ

by Graf Zahl » Thu Mar 14, 2013 2:04 pm

Welcome to Doom's weird physics. That effect is completely unrelated to this flag

Re: NORANDOMPUFFZ

by Xaser » Thu Mar 14, 2013 11:10 am

It just got fixed, though it seems there's still some "erratic bouncing" when spawning on the ceiling. I'd wager that's more to do with the fact that puffs on the ceiling "jump" down a bit after their initial spawn, which has been the case for ages (hence an unrelated issue).

Re: NORANDOMPUFFZ

by DoomRater » Thu Mar 14, 2013 11:07 am

Hate to bump a closed feature request, just wanting ot make sure it's sorted out because yes yes yes yes yes yes yes yes yes

Re: NORANDOMPUFFZ

by Graf Zahl » Mon Mar 04, 2013 1:50 am

I wonder how that could happen. I applied the patch with TortoiseSVN against a freshly checked out version of ZDoom and got no error reports.

Re: NORANDOMPUFFZ

by TheFortuneTeller » Sun Mar 03, 2013 8:43 pm

Some of the changes are missing in the source code update. You can look at the changelog and see that some of the lines from the patch are missing.

Re: NORANDOMPUFFZ

by Nash » Sun Mar 03, 2013 2:01 am

Right. Had some spare time today so I threw this together real quick. Feature isn't working.
Attachments
lasersight.pk3
(626 Bytes) Downloaded 38 times

Re: NORANDOMPUFFZ

by Blue Shadow » Sat Mar 02, 2013 10:18 pm

I confirm; it doesn't work.

Here, run this.

Re: NORANDOMPUFFZ

by Nash » Sat Mar 02, 2013 11:39 am

I tried this but it doesn't seem to work. I don't have time to isolate the relevant code to demonstrate my trouble with getting it work right now so... can anyone post a simple demo that shows that this works?

I am calling A_FireBullets from an inventory item that the player auto-uses every tic (called by a looping ACS script and UseInventory()).

Code: Select all

Actor Z_SunScanner : ArtiEgg
{    
    +INVENTORY.QUIET
    +INVENTORY.UNDROPPABLE
    +INVENTORY.HUBPOWER
    +INVENTORY.PERSISTENTPOWER
    -INVENTORY.INVBAR
    -INVENTORY.PICKUPFLASH
    Inventory.Amount 1
    Inventory.MaxAmount 1
    States
    {
        Use:
            TNT1 A 0 A_FireBullets(ACS_NamedExecuteWithResult("Script_SunScannerHorizontal") - angle + 180,
                                    ACS_NamedExecuteWithResult("Script_SunScannerVertical"),
                                    2,
                                    0,
                                    "Z_SunScannerPuff",
                                    FBF_NORANDOM | FBF_EXPLICITANGLE | FBF_NOFLASH | FBF_NOPITCH | FBF_NORANDOMPUFFZ, 0)
            Stop
    }
}
The puff object "Z_SunScannerPuff" is still randomly jumping up and down upon collision with anything in the world.

Re: FBF_- and CBAF_NORANDOMPUFFZ

by Enjay » Wed Feb 27, 2013 5:05 am

TheFortuneTeller wrote:I'm not really sure about the current situation with rail attacks, so I'll hold off on that for now.
Puffs can be allocated in [wiki]A_RailAttack[/wiki] but by default they don't normally appear. You use them to give the rail damage types in a similar way to how puffs do this for other hitscan attacks. You can opt to have them appear though. Quite how they behave when they do appear, I don't know.

Re: NORANDOMPUFFZ

by Graf Zahl » Wed Feb 27, 2013 4:36 am

added in r4170.

Re: FBF_- and CBAF_NORANDOMPUFFZ

by TheFortuneTeller » Tue Feb 26, 2013 9:08 pm

You are right about melee attacks. I've updated the patch and thread title.

I'm not really sure about the current situation with rail attacks, so I'll hold off on that for now.

Re: FBF_- and CBAF_NORANDOMPUFFZ

by Xtyfe » Tue Feb 26, 2013 10:48 am

Do rail functions have this problem too? Are they not hitscans that use puffs too? This should be considered for them as well if so

Edit - Also Player melee attacks are hitscans that use puffs, same thing too?

Re: FBF_- and CBAF_NORANDOMPUFFZ

by TheFortuneTeller » Mon Feb 25, 2013 11:48 pm

Yes, I see now. For some reason I posted the question and then went to find out myself. Thanks, though.

Re: FBF_- and CBAF_NORANDOMPUFFZ

by Blox » Mon Feb 25, 2013 11:41 pm

Well one is for weapons, while the other is used for monsters.

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