I'm working on a fireworks mod for doom and I'm adding fuse that you can place on the ground. I have a transparent red hologram that displays on the ground to show you where you're placing the fuse.

The problem is that I'm making a script so that the fuse and the hologram adjust to slopes and steps and look more smooth. I have made a similar script before for grass decorations where they auto aligned themselves to the ground when they were spawned. That worked for the grass decorations, but this isn't working at all for some reason.

- Code: Select all • Expand view
`Script "Slope_Adjust" (void)`

{

int angle = GetActorAngle(0);

int x = GetActorX(0);

int y = GetActorY(0);

log(f:x);

log(f:y);

int z1 = GetSectorFloorZ(0, (x + cos(angle + 0.25) * 40) >> 16, (y + sin(angle + 0.25) * 40) >> 16);

int z2 = GetSectorFloorZ(0, (x + cos(angle + 0.75) * 40) >> 16, (y + sin(angle + 0.75) * 40) >> 16);

log(f:z1);

log(f:z2);

log(s:"");

int z3 = GetSectorFloorZ(0, (x + cos(angle) * 40) >> 16, (y + sin(angle) * 40) >> 16);

int z4 = GetSectorFloorZ(0, (x + cos(angle + 0.5) * 40) >> 16, (y + sin(angle + 0.5) * 40) >> 16);

SetActorRoll(0,-(z2 - z1) / 64);

SetActorPitch(0,-(z4 - z3) / 64);

}

I added some log functions to the script to see what the problem was and it appears that it thinks the object is at coordinates 0,0 and it returns -32 for it's z height no matter where I am with it. Is there a problem with the GetActor coordinate functions or the way I'm using them? I have to go to sleep soon so I might not respond for a bit, but I really need some help with this.

If it helps, here are the actor definitons.

- Code: Select all • Expand view
`ACTOR FireworkFuse`

{

+SHOOTABLE

+NODAMAGE

+NOBLOOD

Radius 12

Height 3

States

{

Spawn:

TNT1 A 0 NoDelay

TNT1 A 0 ACS_NamedExecuteAlways("Slope_Adjust")

FFUS A 1 A_JumpIfInventory("RadiusExplode",1,"RadiusDetonate")

Loop

RadiusDetonate:

TNT1 A 0 A_PlaySound("FUSE",7,1.0,true)

TNT1 A 0 A_SpawnItemEx("FuseFXSpawner",random(-16,16),random(-16,16),5,0,0,0.7)

TNT1 A 0 A_SpawnItemEx("FuseFXSpawner",random(-32,32),random(-32,32),5,0,0,0.7)

FFUS A 5 Bright A_SpawnItemEx("FireworkSmoke1",random(-24,24),random(-24,24),5,0,0,0.7)

TNT1 A 0 A_SpawnItemEx("FuseFXSpawner",random(-16,16),random(-16,16),5,0,0,0.7)

TNT1 A 0 A_SpawnItemEx("FuseFXSpawner",random(-32,32),random(-32,32),5,0,0,0.7)

FFUS A 5 Bright A_SpawnItemEx("FireworkSmoke1",random(-24,24),random(-24,24),5,0,0,0.7)

TNT1 A 0 A_SpawnItemEx("FuseFXSpawner",random(-16,16),random(-16,16),5,0,0,0.7)

TNT1 A 0 A_SpawnItemEx("FuseFXSpawner",random(-32,32),random(-32,32),5,0,0,0.7)

FFUS A 5 Bright A_SpawnItemEx("FireworkSmoke1",random(-24,24),random(-24,24),5,0,0,0.7)

TNT1 A 0 A_SpawnItemEx("FuseFXSpawner",random(-16,16),random(-16,16),5,0,0,0.7)

TNT1 A 0 A_SpawnItemEx("FuseFXSpawner",random(-32,32),random(-32,32),5,0,0,0.7)

FFUS A 5 Bright A_SpawnItemEx("FireworkSmoke1",random(-24,24),random(-24,24),5,0,0,0.7)

TNT1 A 0 A_RadiusGive("RadiusExplode",112,RGF_ITEMS|RGF_MISSILES|RGF_OBJECTS|RGF_NOSIGHT)

TNT1 A 0 A_StopSound(7)

Stop

}

}

ACTOR FireworkFuseFake

{

Radius 32

Height 4

Renderstyle Add

Alpha 0.8

+NOINTERACTION

States

{

Spawn:

TNT1 A 0 NoDelay

TNT1 A 0 ACS_NamedExecuteAlways("Slope_Adjust")

FFUS A 1 Bright

Stop

}

}