what's the A_Warp for?Mini--Joe wrote: The Blank frames work perfectly. It just that when A_Warp is called, you see the side of the gun for a fraction of a second, and I assume that's because the players view is catching up with the position of where they are according to the game, which is slightly ahead in the direction they're moving.
Is there a way to make actors appear invisible to its target
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- Dan_The_Noob
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Re: Is there a way to make actors appear invisible to its ta
- Void Weaver
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Re: Is there a way to make actors appear invisible to its ta
I guess that your A_Warp parameters\flags are bit unsuitable. So yeah, do you can post screenshot of glitch and source of _Warp?Mini--Joe wrote:Spoiler:
I tried using blank sprites for 3 of 16 angles, which gave me the exact effect I wanted; HOWEVER when I straferun backwards and diagonally-backwards, A_Warp warps the actor to where the player will be, which results in flickering of the visible rotations that happen when you're standing on top or very close to an actor.
Without sample of your code I can only assume that the
"A_Warp(AAPTR_POINTER,x,y,z,0,WARPF_NOCHECKPOSITION|WARPF_WARPINTERPOLATION|WARPF_COPYVELOCITY)"
or
"A_Warp(AAPTR_POINTER,x,y,z,0,WARPF_NOCHECKPOSITION|WARPF_WARPINTERPOLATE)" would be the best option and should provide smooth warping toward player.
- StroggVorbis
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Re: Is there a way to make actors appear invisible to its ta
I sadly can't offer any help, but how about making it like in Duke Nukem 3D, Shadow Warrior & Blood where the pickup sprite of the currently selected weapon is displayed over the adversaries' head?
Re: Is there a way to make actors appear invisible to its ta
Void Weaver wrote:I guess that your A_Warp parameters\flags are bit unsuitable. So yeah, do you can post screenshot of glitch and source of _Warp?Mini--Joe wrote:Spoiler:
I tried using blank sprites for 3 of 16 angles, which gave me the exact effect I wanted; HOWEVER when I straferun backwards and diagonally-backwards, A_Warp warps the actor to where the player will be, which results in flickering of the visible rotations that happen when you're standing on top or very close to an actor.
Without sample of your code I can only assume that the
"A_Warp(AAPTR_POINTER,x,y,z,0,WARPF_NOCHECKPOSITION|WARPF_WARPINTERPOLATION|WARPF_COPYVELOCITY)"
or
"A_Warp(AAPTR_POINTER,x,y,z,0,WARPF_NOCHECKPOSITION|WARPF_WARPINTERPOLATE)" would be the best option and should provide smooth warping toward player.
Thank you for the help, the solution was to use the flag "WARPF_INTERPOLATE". Now the actor perfectly mimics the movement of the player, which is exactly what I wanted!
Thank you everyone for your help!