Generic useable items (and other stuff).

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Expand view Topic review: Generic useable items (and other stuff).

by Graf Zahl » Fri May 20, 2005 3:13 am

No, it executes a list of code pointers when the thing is being used. Any pickup item is usable by default. It just depends on the item's definition when it is being 'used' and what it does. This is mostly for items with +INVBAR that go into the player's visible inventory.

by Sphagne » Fri May 20, 2005 12:11 am

Interested, YES!

But I'm not in the picture: What is the exact outcome and usage of this state? Does this make things usable?

by Graf Zahl » Tue May 17, 2005 1:02 pm

For those who are interested:

I just finished adding the use state code and in the process improved it so that A_Jump calls work now. I still have to test it so don't expect anything before Saturday.

by Anakin S. » Fri May 13, 2005 12:16 am

Graf Zahl wrote:
Anakin S. wrote:
TheDarkArchon wrote:
Why not? I think it would look cool. The sprites are defined, the code is there, so I say go for it.
The code is not there, the data structures are also not there and it is not that trivial to display the sprites. Adding that would necessitate some more significant rewrites of the weapon sprite code. Maybe later but it would turn a simple matter of an hour or so into something that might take a few days to get right.

You know what this means, right? ;)
Okay, just asking. I guess I shouldn't have assumed.

by Siggi » Thu May 12, 2005 5:39 pm

er,no?

by Graf Zahl » Thu May 12, 2005 5:36 pm

Anakin S. wrote:
TheDarkArchon wrote:
Graf Zahl wrote:No, they (The use states) won't be displayed at all. They are just containers to store the code pointer and the parameter list but that's it.
Why not? I think it would look cool. The sprites are defined, the code is there, so I say go for it.
The code is not there, the data structures are also not there and it is not that trivial to display the sprites. Adding that would necessitate some more significant rewrites of the weapon sprite code. Maybe later but it would turn a simple matter of an hour or so into something that might take a few days to get right.

You know what this means, right? ;)

by Anakin S. » Thu May 12, 2005 3:05 pm

TheDarkArchon wrote:
Graf Zahl wrote:No, they (The use states) won't be displayed at all. They are just containers to store the code pointer and the parameter list but that's it.
Why not? I think it would look cool. The sprites are defined, the code is there, so I say go for it. The designer can always decide whether the sprites are displayed or not by putting in 0 durations in the frames or maybe there could be a flag that controls whether to display the sprites or not.

by Killo Zapit » Thu May 12, 2005 2:48 pm

Belial wrote:Hmmm... the animated items brought an idea... things like those used in Deus Ex, i.e. animated useable lockpicks and multitools. Would that be possible?
You could just make an actual weapons for that. Also, IIRC, if weapons are given icons and the invbar flag, they can be selected from the inventory just like other items.

by TheDarkArchon » Thu May 12, 2005 2:00 pm

Graf Zahl wrote:No, they (The use states) won't be displayed at all. They are just containers to store the code pointer and the parameter list but that's it.

by Belial » Thu May 12, 2005 1:26 pm

Hmmm... the animated items brought an idea... things like those used in Deus Ex, i.e. animated useable lockpicks and multitools. Would that be possible?

by Graf Zahl » Thu May 12, 2005 11:54 am

No, they won't be displayed at all. They are just containers to store the code pointer and the parameter list but that's it.

Re: Generic useable items (and other stuff).

by Anakin S. » Thu May 12, 2005 11:26 am

Graf Zahl wrote:You mean like this:

Code: Select all

ACTOR ArtiEgg : Inventory 30
{
	SpawnID 14
	Inventory_MaxAmount -1
	+FLOATBOB +COUNTITEM +PICKUPFLASH +INVBAR +FANCYPICKUPSOUND
	PickupSound "misc/p_pkup"
	PickupMsg "Morph Ovum"
	Icon ARTIEGGC
	States
	{
	Spawn:
		EGGC ABCB 6
		Loop
	Use:
		TNT1 A 0 A_FireCustomMissile("EggFX", -15, 1)
		TNT1 A 0 A_FireCustomMissile("EggFX", -7.5, 1)
		TNT1 A 0 A_FireCustomMissile("EggFX", 0, 1)
		TNT1 A 0 A_FireCustomMissile("EggFX", 7.5, 1)
		TNT1 A 0 A_FireCustomMissile("EggFX", 15, 1)
		Stop
	}
}
whichg would be functionally equivalent to the internal artifact if the use state worked.
So do the sprites that get played behave just like weapon animations? That would be great. Then we could make the fighter look like he's actually tossing flechettes when he uses them.

by Daniel » Wed May 11, 2005 6:28 pm

Thanks! I don't know Strife very well, but I think this state can bring some interesting ideas...

by Graf Zahl » Wed May 11, 2005 4:57 pm

Daniel wrote:Is this "Use" state available on the "Santa Version" ZDoom?

I was editing ZDoom.exe with Edit.com, and I found a state called "Wound". What does it work for?
No, it was just something I slapped together when I saw this thread. But it's not a big issue to implement.

by Graf Zahl » Wed May 11, 2005 4:56 pm

wildweasel wrote:(so they can sit there and choke or something like in Strife).
Exactly that!

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