[Closed] +weapon.alwaysbob

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+weapon.alwaysbob

Postby Matt » Thu Jun 02, 2016 3:03 pm

Now that we have the new offset function that stacks on top of bobbing, can we get a flag for this so we don't have to add A_WeaponReady to every individual frame?

EDIT: Per NeuralStunner Major Cooke's response, maybe some addition to A_WeaponReady to make the weapon always bob after that first call (and another one to make it stop bobbing?), since we can't change weapon flags...
Last edited by Matt on Mon Jun 13, 2016 4:20 pm, edited 2 times in total.
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Re: +weapon.alwaysbob

Postby StrikerMan780 » Sun Jun 05, 2016 12:38 am

Agreed, I was just about to post a thread about this actually.
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Re: +weapon.alwaysbob

Postby Major Cooke » Sun Jun 05, 2016 9:12 am

It never has stopped bobbing. It will always bob unless you specify WRF_NOBOB. And that's the ONLY time it won't bob, unless you fire.

At any rate, this will need to wait until this gets in first.
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Re: +weapon.alwaysbob

Postby NeuralStunner » Sun Jun 05, 2016 10:16 am

Major Cooke wrote:And that's the ONLY time it won't bob, unless you fire.
... This is the whole point of the suggestion: Making it always bob, even without A_WeaponReady.
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Re: +weapon.alwaysbob

Postby Major Cooke » Sun Jun 05, 2016 10:21 am

It would be better if there's WRF_ALWAYSBOB. so it can be disabled with the first WRF_NOBOB call, and not before then.
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Re: +weapon.alwaysbob

Postby wildweasel » Sun Jun 05, 2016 11:09 am

Major Cooke wrote:It would be better if there's WRF_ALWAYSBOB. so it can be disabled with the first WRF_NOBOB call, and not before then.

But...that'd still require an A_WeaponReady?
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Re: +weapon.alwaysbob

Postby Major Cooke » Sun Jun 05, 2016 11:35 am

Just once though. Because otherwise, you can't peel off flags once stuck on weapons.
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Re: +weapon.alwaysbob

Postby NeuralStunner » Sun Jun 05, 2016 9:15 pm

Starting to look like what we need is an action function to change the weapon's flags.
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Re: +weapon.alwaysbob

Postby Major Cooke » Sun Jun 05, 2016 10:03 pm

Take a good look at A_Overlay for some news in that regard, in the code submissions section. ;)
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Re: +weapon.alwaysbob

Postby Graf Zahl » Mon Jun 06, 2016 1:37 pm

NeuralStunner wrote:Starting to look like what we need is an action function to change the weapon's flags.


A_ChangeFlag???
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Re: +weapon.alwaysbob

Postby wildweasel » Mon Jun 06, 2016 1:49 pm

Graf Zahl wrote:
NeuralStunner wrote:Starting to look like what we need is an action function to change the weapon's flags.


A_ChangeFlag???

Doesn't that only work on the actor using the weapon, and not the weapon itself?
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Re: +weapon.alwaysbob

Postby Major Cooke » Mon Jun 06, 2016 2:11 pm

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Re: +weapon.alwaysbob

Postby NeuralStunner » Mon Jun 06, 2016 10:01 pm

wildweasel wrote:Doesn't that only work on the actor using the weapon, and not the weapon itself?
Aye. I suppose it would be better at the Inventory class level, even though there's not a lot of flags that'd be meaningful to toggle. (Also, I'm unsure whether flags like NOAUTOAIM are checked against the class rather than the actor instance.)

I'm hopeful that ZScript will have a means to fully access the properties of an owned item.
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Re: +weapon.alwaysbob

Postby Graf Zahl » Wed Dec 28, 2016 6:27 am

Graf Zahl wrote:
NeuralStunner wrote:Starting to look like what we need is an action function to change the weapon's flags.


A_ChangeFlag???




And now, with ZScript this will be doable. I'm not sold on doing stuff that allows leaving off A_WeaponReady. No idea how the weapon system will handle it.
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Re: +weapon.alwaysbob

Postby D2JK » Wed Dec 28, 2016 11:05 am

We can now change flags, true, but I don't think we can switch the weapon bobbing to be on by default, as the actual suggestion was. So adding using weapon offset affecting functions in most frames is still necessary, unless I missed something?

Some of you may remember the apt "Bob" keyword for state frames that I suggested a while back. I wonder if in the future, we could create our own, functional state keywords in ZScript.
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