Messy title aside, I'm recreating the Shambler from Quake for Resurrected Nightmare, and I've come to the issue of it's attack functionality. Essentially much like Quake, the Shambler starts off by Charging the attack, then "looping it" a-la Chaingunner refire (as long as the player remains in view), after the player flees from it's "FOV" it does the standard Doom "finding the player"/See stuff etc.
So:
- Find Player
- When Player is found, it attacks.
- Section for the charge.
- Refire Section.
- Back to finding player.
Note: If you want a sprite name, just use "SHAM".
[Decorate] Charging then Loop attack
Moderator: GZDoom Developers
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
-
- Posts: 384
- Joined: Mon May 09, 2016 1:38 am
- Location: Anywhere but here
- Contact:
- Jekyll Grim Payne
-
- Posts: 1073
- Joined: Mon Jul 21, 2008 4:08 am
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia (Modern GZDoom)
- Contact:
Re: [Decorate] Charging then Loop attack
So... what's your question and at what point are you starting to have issues?
You can provide charging animation at the beginning of the Missile state, then the firing animation, and after A_CPosRefire you put goto Missile+# and use the number to tell which frame to jump to (skipping the charging animation). In fact, Chaingunguy does the same, except its 'charging' animation is only 1 frame long.
You can provide charging animation at the beginning of the Missile state, then the firing animation, and after A_CPosRefire you put goto Missile+# and use the number to tell which frame to jump to (skipping the charging animation). In fact, Chaingunguy does the same, except its 'charging' animation is only 1 frame long.
Code: Select all
Missile:
CPOS E 10 A_FaceTarget
CPOS FE 4 Bright A_CPosAttack // Jumps back here as long as target is in view<--...
CPOS F 1 A_CPosRefire //
Goto Missile+1 //---...