+NOCROUCH ActorFlag.
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- TheGameratorT
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+NOCROUCH ActorFlag.
So, I find this feature very useful, because I have a map that has some tables and the player height is 29, so if I crouch it gets 14,5. With that, I end up being able to go under the table, and I don't want to disable crouch for all player classes, because all the others have a height of 58, and It helps a lot, now the 29 height player, doesn't need it as it's already small.
Summary:
Because of this the small player class can glitch under the table and ruin the game mechanics, as the monsters can't get there, so I found this fundamental as a ActorFlag instead of only a MAPINFO feature.
Summary:
Because of this the small player class can glitch under the table and ruin the game mechanics, as the monsters can't get there, so I found this fundamental as a ActorFlag instead of only a MAPINFO feature.
- Caligari87
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Re: +NOCROUCH ActorFlag.
If you're using ZScript, you can force CrouchFactor to 1.0 somewhere in the class's Tick() override, or override CheckCrouch() itself. Not sure if the same can be achieved in DECORATE or not.
- TheGameratorT
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Re: +NOCROUCH ActorFlag.
Sorry, the BEHAVIOR is already compiled, because I'm improving an existing mod. And does that CrouchFactor can be set to an specific playerclass? If yes, please tell me if there is any BEHAVIOR.lump decompiler.
- Arctangent
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Re: +NOCROUCH ActorFlag.
BEHAVIOR is ACS, not ZScript.
- Matt
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Re: +NOCROUCH ActorFlag.
As a player and a modder this sounds like a really aggravating way to "fix" this "problem".
Is there a way to endanger the player while they're under those tables?
Is there a way to endanger the player while they're under those tables?
- TheGameratorT
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Re: +NOCROUCH ActorFlag.
I don't know, maybe, but I would need to edit all the wad maps, because they are the same, but with different scripts, the only option that I found was to set the playerclass height to 48.2, but that is a bit strange, because if a player jumps to his head, it like gets in the air because the collision height is bigger that the model, and I want the model small as it is. So I found that +NOCROUCH needed. As that specific playerclass doesn't need to crouch.
- DoomKrakken
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Re: +NOCROUCH ActorFlag.
Dude, if you use ZScript, you can force player classes to not crouch via a CheckCrouch override...
- TheGameratorT
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Re: +NOCROUCH ActorFlag.
Is it possible to use BEHAVIOR and ZScript at the same time?
Re: +NOCROUCH ActorFlag.
Yes -- ZScript is like a super version of DECORATE, so it's a replacement for that. It doesn't interfere with ACS (BEHAVIOR) in any way.
The documentation is still a bit sparse, but there are some resources on how to convert existing DECORATE code to ZScript, which is step one. From there, you'll get a ton of new tools at your disposal.
The documentation is still a bit sparse, but there are some resources on how to convert existing DECORATE code to ZScript, which is step one. From there, you'll get a ton of new tools at your disposal.
- TheGameratorT
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Re: +NOCROUCH ActorFlag.
Omg thx, didn't knew that, now I need to know how to use checkcrouch to stop that playerclass from crouching. I will just Google it.
- TheGameratorT
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Re: +NOCROUCH ActorFlag.
So, to not open another thread I will use this one, I can't get this ZScript code to work:
I always get this error!
FiveNightsAtFreddys1_3.wad:ZSCRIPT, line 34: Loop: action function not found in UTailsPlayer
I wonder if someone can help me, also If you could tell me how to use checkcrouch to stop player from crouching I would be very happy as I haven't found any tutorial on that and is my first time on ZScript, sorry.
Code: Select all
class UTailsPlayer : PlayerPawn
{
Default
{
Speed 1;
Health 100;
Radius 22;
Height 48.2;
Mass 200;
DamageFactor "Friendly", 0;
PainChance 128;
Scale 1.0;
Species "Helper";
MaxStepHeight 24;
MaxDropOffHeight 24;
+NOSKIN
Player.JumpZ 10.0;
Player.DamageScreenColor "Red";
Player.ForwardMove 0.62, 0.62;
Player.SideMove 0.54, 0.54;
Player.RunHealth 0;
Player.AttackZOffset 14.5;
Player.ViewHeight 29;
Player.DisplayName "Ugandan Tails";
Player.StartItem "Flashlight";
Player.WeaponSlot 1, "Flashlight";
Player.ColorRange 112, 127;
}
States
{
Spawn:
PLAY A 1 A_JumpIf(momz>1,"JumpLoop");
PLAY A 1 //A_JumpIf(momz<-1,"JumpLoop");
Loop;
See:
PLAY B 1 A_JumpIf(momz>1,"JumpLoop");
PLAY C 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY D 1 A_JumpIf(momz>1,"JumpLoop");
PLAY E 1 A_JumpIf(momz<-1,"JumpLoop");
"####" "#" 0 A_PlaySound("playstep",0,0.3);
PLAY F 1 A_JumpIf(momz>1,"JumpLoop");
PLAY G 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY H 1 A_JumpIf(momz>1,"JumpLoop");
PLAY I 1 A_JumpIf(momz<-1,"JumpLoop");
"####" "#" 0 A_PlaySound("playstep",0,0.3);
PLAY B 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY C 1 A_JumpIf(momz>1,"JumpLoop");
PLAY D 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY E 1 A_JumpIf(momz>1,"JumpLoop");
"####" "#" 0 A_PlaySound("playstep",0,0.3);
PLAY F 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY G 1 A_JumpIf(momz>1,"JumpLoop");
PLAY H 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY I 1 A_JumpIf(momz>1,"JumpLoop");
"####" "#" 0 A_PlaySound("playstep",0,0.3);
Loop;
Run:
PLAY J 1 A_JumpIf(momz>1,"JumpLoop");
PLAY K 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY L 1 A_JumpIf(momz>1,"JumpLoop");
PLAY M 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY N 1 A_JumpIf(momz>1,"JumpLoop");
PLAY O 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY P 1 A_JumpIf(momz>1,"JumpLoop");
Loop;
JumpLoop:
PLAY J 1;
PLAY JKLMNOP 1 A_CheckFloor("Spawn");
JumpLoop2:
PLAY J 0 A_JumpIf(momz==0,"Spawn");
PLAY JKLMNOP 1 A_CheckFloor("Spawn");
Loop;
Pain:
PLAY A 0 A_Pain();
Goto Spawn;
XDeath:
Death:
TNT1 A 0 A_SpawnItemEx("LeftLegGib", 0, 0, 16, random(-15,15), random(-15,15), random(0,2), 0, SXF_NOCHECKPOSITION);
TNT1 A 0 A_SpawnItemEx("LeftArmGib", 0, 0, 48, random(-15,15), random(-15,15), random(0,10), 0, SXF_NOCHECKPOSITION);
TNT1 A 0 A_SpawnItemEx("TorsoGib", 0, 0, 32, random(-10,10), random(-10,10), random(0,5), 0, SXF_NOCHECKPOSITION);
TNT1 AAAAAAAA 0 A_SpawnItemEx("RandomGib", random(-16,16), random(-16,16), random(16,48), random(-15,15), random(-15,15), random(0,10), 0, SXF_NOCHECKPOSITION);
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner", random(22,64), 0, random (0, 359), 2, random (0, 15));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner", random(22,64), 0, random (0, 359), 2, random (0, 15));
TNT1 AAAAAA 0 A_SpawnItemEx("RandomGib", random(-16,16), random(-16,16), random(16,48), random(-15,15), random(-15,15), random(0,10), 0, SXF_NOCHECKPOSITION);
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner", random(22,64), 0, random (0, 359), 2, random (0, 15));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner", random(22,64), 0, random (0, 359), 2, random (0, 15));
TNT1 A 0 A_PlayerScream();
TNT1 A 0 A_NoBlocking();
TNT1 A -1;
Stop;
}
}
FiveNightsAtFreddys1_3.wad:ZSCRIPT, line 34: Loop: action function not found in UTailsPlayer
I wonder if someone can help me, also If you could tell me how to use checkcrouch to stop player from crouching I would be very happy as I haven't found any tutorial on that and is my first time on ZScript, sorry.
- Caligari87
- Admin
- Posts: 6174
- Joined: Thu Feb 26, 2004 3:02 pm
- Preferred Pronouns: He/Him
- Contact:
Re: +NOCROUCH ActorFlag.
Your comment on the line previous to that line removed the semicolon from PLAY A 1
- TheGameratorT
- Posts: 63
- Joined: Sun Mar 04, 2018 4:42 am
- Graphics Processor: nVidia with Vulkan support
- Location: Portugal
- Contact:
Re: +NOCROUCH ActorFlag.
OMG Thx it worked
- TheGameratorT
- Posts: 63
- Joined: Sun Mar 04, 2018 4:42 am
- Graphics Processor: nVidia with Vulkan support
- Location: Portugal
- Contact:
Re: +NOCROUCH ActorFlag.
As a noob on ZScript how can I use CheckCrouch to stop player from crouching?
For now my code is like this:
Can anyone help?
For now my code is like this:
Code: Select all
Class UKnucklesPlayer : PlayerPawn
{
override void CheckCrouch();
}
{
Default
{
Speed 1;
Health 100;
Radius 22;
Height 48.2;
Mass 200;
DamageFactor "Friendly", 0;
PainChance 128;
Scale 1.0;
Species "Helper";
MaxStepHeight 24;
MaxDropOffHeight 24;
+NOSKIN
Player.JumpZ 10.0;
Player.DamageScreenColor "Red";
Player.ForwardMove 0.62, 0.62;
Player.SideMove 0.54, 0.54;
Player.RunHealth 0;
Player.AttackZOffset 14.5;
Player.ViewHeight 29;
Player.DisplayName "Ugandan Knuckles";
Player.StartItem "Flashlight";
Player.WeaponSlot 1, "Flashlight";
Player.ColorRange 112, 127;
}
States
{
Spawn:
PLAY Z 1 A_JumpIf(momz>1,"JumpLoop");
Loop;
See:
PLAY A 1 A_JumpIf(momz>1,"JumpLoop");
PLAY B 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY C 1 A_JumpIf(momz>1,"JumpLoop");
PLAY D 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY E 1 A_JumpIf(momz>1,"JumpLoop");
PLAY F 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY G 1 A_JumpIf(momz>1,"JumpLoop");
PLAY H 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY I 1 A_JumpIf(momz>1,"JumpLoop");
PLAY J 1 A_JumpIf(momz<-1,"JumpLoop");
"####" "#" 0 A_PlaySound("playstep",0,0.3);
PLAY K 1 A_JumpIf(momz>1,"JumpLoop");
PLAY L 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY M 1 A_JumpIf(momz>1,"JumpLoop");
PLAY N 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY O 1 A_JumpIf(momz>1,"JumpLoop");
PLAY P 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY Q 1 A_JumpIf(momz>1,"JumpLoop");
PLAY R 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY S 1 A_JumpIf(momz>1,"JumpLoop");
PLAY T 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY U 1 A_JumpIf(momz>1,"JumpLoop");
PLAY V 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY W 1 A_JumpIf(momz>1,"JumpLoop");
PLAY X 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY Y 1 A_JumpIf(momz>1,"JumpLoop");
"####" "#" 0 A_PlaySound("playstep",0,0.3);
Loop;
Run:
PLAY A 1 A_JumpIf(momz>1,"JumpLoop");
PLAY C 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY E 1 A_JumpIf(momz>1,"JumpLoop");
PLAY G 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY I 1 A_JumpIf(momz>1,"JumpLoop");
PLAY K 0;
PLAY M 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY O 1 A_JumpIf(momz>1,"JumpLoop");
PLAY Q 1 A_JumpIf(momz<-1,"JumpLoop");
PLAY S 1 A_JumpIf(momz>1,"JumpLoop");
PLAY U 1 A_JumpIf(momz<-1,"JumpLoop");
"####" "#" 0 A_PlaySound("playstep",0,0.7);
PLAY W 1 A_JumpIf(momz>1,"JumpLoop");
PLAY Y 1 A_JumpIf(momz<-1,"JumpLoop");
Loop;
JumpLoop:
PLAY A 1;
PLAY BCDEFGHIJKLMNOPQRSTUVWXY 1 A_CheckFloor("Spawn");
PLAY ZZZZZZZZ 1 A_CheckFloor("Spawn");
JumpLoop2:
PLAY Z 0 A_JumpIf(momz==0,"Spawn");
PLAY Z 1 A_CheckFloor("Spawn");
Loop;
Pain:
PLAY Z 0 A_Pain();
Goto Spawn;
Death:
TNT1 A 0 A_SpawnItemEx("LeftLegGib", 0, 0, 16, random(-15,15), random(-15,15), random(0,2), 0, SXF_NOCHECKPOSITION);
TNT1 A 0 A_SpawnItemEx("LeftArmGib", 0, 0, 48, random(-15,15), random(-15,15), random(0,10), 0, SXF_NOCHECKPOSITION);
TNT1 A 0 A_SpawnItemEx("TorsoGib", 0, 0, 32, random(-10,10), random(-10,10), random(0,5), 0, SXF_NOCHECKPOSITION);
TNT1 AAAAAAAA 0 A_SpawnItemEx("RandomGib", random(-16,16), random(-16,16), random(16,48), random(-15,15), random(-15,15), random(0,10), 0, SXF_NOCHECKPOSITION);
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner", random(22,64), 0, random (0, 359), 2, random (0, 15));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner", random(22,64), 0, random (0, 359), 2, random (0, 15));
TNT1 AAAAAA 0 A_SpawnItemEx("RandomGib", random(-16,16), random(-16,16), random(16,48), random(-15,15), random(-15,15), random(0,10), 0, SXF_NOCHECKPOSITION);
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner", random(22,64), 0, random (0, 359), 2, random (0, 15));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (0, 359), 2, random (0, 40));
TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner", random(22,64), 0, random (0, 359), 2, random (0, 15));
TNT1 A 0 A_PlayerScream();
TNT1 A 0 A_NoBlocking();
TNT1 A -1;
Stop;
}
}
Re: +NOCROUCH ActorFlag.
Replace
with
Code: Select all
override void CheckCrouch();
}
{
Code: Select all
override bool CanCrouch() const
{
return false;
}