A_Shatter(class)
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A_Shatter(class)
This would pretty much be the same effect as the one when you shatter a monster in a frozen death state. However, the "class" argument could be any custom actor. For example, A_Shatter("GibbedMarine") would spew out guts everywhere.
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you can do a lot with spawn, getactorx/y/z, thrustthingz and random(). You could even make an endless fountain of guts
And thrustthing will soon support any tid which will help. At the moment this is not possible because of thrustthing not supporting any TID. Wait 'till 2.0.97 and it will be possible from any point in the level. If you didn't want it coming from a single point, random() could solve that.
EDIT: I just realized how much I like the fountain of guts idea. My mod will now have some gut fountains after certain events have passed. Strife's "meat" class seems to be just right for this. Although converting from Strife to Doom's pallette means losing some of the redness and having to put it back manually
I thought decorate would work for x/y movement, but it doesn't in conjunction spawn. In 2.0.96, you would need to use thing_projectilegravity which requires a static teleportation point (damn). The only drawback to using ACS vs. a decorate class would be that ACS could only (and always) be triggered after a monster dies (whether it be death, xdeath, freeze, burn, etc.), rather than any given state.

And thrustthing will soon support any tid which will help. At the moment this is not possible because of thrustthing not supporting any TID. Wait 'till 2.0.97 and it will be possible from any point in the level. If you didn't want it coming from a single point, random() could solve that.
EDIT: I just realized how much I like the fountain of guts idea. My mod will now have some gut fountains after certain events have passed. Strife's "meat" class seems to be just right for this. Although converting from Strife to Doom's pallette means losing some of the redness and having to put it back manually

Last edited by justin024 on Fri Sep 02, 2005 8:55 am, edited 17 times in total.
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