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Re: [Code] NS's Random Code Stuff

Posted: Fri Aug 24, 2012 7:55 am
by Xtyfe
RV-007 wrote:Is this the equivalent of A_SkullAttack w/o the damage (may include A_FaceTarget)? If so, I can finally make a rampaging stampede of demons to (eventually) climb over ledges w/o infighting each other.
Nah, that's far from what this is. Add another to the list for a A_SkullAttack extension. :?

Re: [Code] NS's Random Code Stuff

Posted: Fri Aug 24, 2012 11:16 pm
by RV-007
I think that the Sin(Pitch) * force parameter will only work if the actor is facing a surface. The farther away the surface from the actor, the less the sin(pitch) force applied. I tried this for weapons.

Re: [Code] NS's Random Code Stuff

Posted: Sat Aug 25, 2012 1:08 pm
by NeuralStunner
I have no idea what you're talking about. And somehow I doubt you do, either.

Please don't clutter up my topic with nonsense.

Re: [Code] NS's Random Code Stuff

Posted: Fri Sep 14, 2012 9:14 pm
by DoomRater
Time to make some super missiles with this by calling this function repeatedly with a tiny bit of extra force each time...

Re: [Code] NS's Random Code Stuff

Posted: Fri Sep 14, 2012 10:00 pm
by Uboa
DoomRater wrote:Time to make some super missiles with this by calling this function repeatedly with a tiny bit of extra force each time...
Nice bump. :wink:

Re: [Code] NS's Random Code Stuff

Posted: Fri Sep 14, 2012 10:09 pm
by DoomRater
You know what's weird? Everyone's usage of A_ChangeVelocity so far has been in the thought of using it on monsters/players. I intend to use it on a projectile. Dunno about you but I thought that was actually worth a bump, so the idea's there. But actually looking at that a bit more properly, why, by golly I think I got the code for Link's hookshot as well. This is going to prove very useful...

Re: [Code] NS's Random Code Stuff

Posted: Sat Sep 15, 2012 2:21 am
by Enjay
DoomRater wrote:I intend to use it on a projectile.
Presumably that could be used to give something a behaviour similar to the rocket in Half life. It fires and then seems to pick up speed shortly afterwards as its thruster kicks in.

Re: [Code] NS's Random Code Stuff

Posted: Sat Sep 15, 2012 9:24 am
by DoomRater
Pretty much how Samus's super missiles behaved in Super Metroid as well. I think Perfect Dark's Main rocket launcher behaves this way too.

Re: [Code] NS's Random Code Stuff

Posted: Sat Sep 15, 2012 9:31 am
by Xtyfe
I experimented with such missiles in ZDoom, I found them to be great when used by the player. However when used by a monster for example, they are easy to dodge

Re: [Code] NS's Random Code Stuff

Posted: Sat Sep 15, 2012 9:49 am
by Uboa
Enjay wrote:
DoomRater wrote:I intend to use it on a projectile.
Presumably that could be used to give something a behaviour similar to the rocket in Half life. It fires and then seems to pick up speed shortly afterwards as its thruster kicks in.
Oh wow, that's a great idea for Doom. I never even thought about that.

Re: [Code] NS's Random Code Stuff

Posted: Sat Sep 15, 2012 12:54 pm
by NeuralStunner
It's actually possible (and a wee bit simpler) to make collision-safe super-fast projectiles by changing their velocity after spawn. But you miss a few randomization opportunities.

Re: [Code] NS's Random Code Stuff

Posted: Mon Mar 31, 2014 8:48 pm
by NeuralStunner
For those looking for target-finding melee attacks like Hexen does, I've added code that does it. I'm already using this system in a number of mods so I'm certain it works properly.

Enjoy!

Re: [Code] NS's Random Code Stuff

Posted: Tue Apr 01, 2014 9:28 am
by DoomRater
That is... an interesting way to run code. People using inventory items to hide subroutines isn't something I had thought of, plus the function base is awesome.

Has anyone thought to put all of these inherited classes in a dependency WAD file that everyone could use to increase inter-mod compatibility? It would help with duplicate actor definitions when everyone is using the same base for inheritance. Then again, it seems to me that there are a lot of people who are familiar with editing mods to get them to work properly, and the only time this comes into play is when someone refuses to allow others to alter the mod for any reason.

Re: [Code] NS's Random Code Stuff

Posted: Wed Apr 02, 2014 10:31 am
by NeuralStunner
I think the most problem you'd run into is a startup warning when running multiple mods that use the same actor name. You can get around that by prefixing the names with an identifier specific to your mod.

Re: [Code] NS's Random Code Stuff

Posted: Mon Sep 01, 2014 8:04 pm
by NeuralStunner
Just posted another nice trick I discovered while working on a mod. (I was trying to make a bouncing projectile lsoe damage with each bounce. It worked!) I think you guys will like it.