Shouldn't there be spawnspotprojectile?

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Shouldn't there be spawnspotprojectile?

Postby Cutmanmike » Wed Nov 19, 2003 12:39 pm

I couldn't figure out what it was meant to be. Or isn't there a command like that?
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Postby Graf Zahl » Wed Nov 19, 2003 1:18 pm

There isn't but there should. Currently it is impossible to spawn projectiles from another game (eg. from Hexen in Doom). Especially for the morph projectiles and some of the really special stuff this would be great.
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Re: Shouldn't there be spawnspotprojectile?

Postby Biff » Wed Nov 19, 2003 1:41 pm

cutmanmike wrote:I couldn't figure out what it was meant to be. Or isn't there a command like that?

You aren't just looking for these?

134:Thing_Projectile (tid, type, angle, speed, vspeed)
tid Thing ID of the map spot to spawn the projectile at
type Type of projectile to spawn
angle Byte angle of the projectile
speed Speed of the projectile in the x-y plane
vspeed Vertical speed of the projectile (up is positive)

Spawns a projectile.


136:Thing_ProjectileGravity (tid, type, angle, speed, vspeed)
tid Thing ID of the map spot to spawn the projectile at
type Type of projectile to spawn
angle Byte angle of the projectile
speed Speed of the projectile in the x-y plane
vspeed Vertical speed of the projectile (up is positive)

Spawns a projectile and subjects it to gravity.
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Postby Lexus Alyus » Wed Nov 19, 2003 1:41 pm

This would be really cool if we could though. I always wanted to create a level that was set on an astaroid that was flying throuigh this subdimensional thunderstorm type thing. The levels main part would be the skybox that would be spawning the hexen lightning strike projectile to generate the lightning effect, but alas, this was not possible. So, the cool idea remains an idea...

:evil:
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Re: Shouldn't there be spawnspotprojectile?

Postby Cutmanmike » Wed Nov 19, 2003 1:58 pm

Biff wrote:
cutmanmike wrote:I couldn't figure out what it was meant to be. Or isn't there a command like that?

You aren't just looking for these?

134:Thing_Projectile (tid, type, angle, speed, vspeed)
tid Thing ID of the map spot to spawn the projectile at
type Type of projectile to spawn
angle Byte angle of the projectile
speed Speed of the projectile in the x-y plane
vspeed Vertical speed of the projectile (up is positive)

Spawns a projectile.


136:Thing_ProjectileGravity (tid, type, angle, speed, vspeed)
tid Thing ID of the map spot to spawn the projectile at
type Type of projectile to spawn
angle Byte angle of the projectile
speed Speed of the projectile in the x-y plane
vspeed Vertical speed of the projectile (up is positive)

Spawns a projectile and subjects it to gravity.


Nope, I want to spawn something out of hexen :P
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Postby The Ultimate DooMer » Wed Nov 19, 2003 3:14 pm

You could always make it a decorate projectile, give it a SpawnNum, define it in zdefs.acs and use Thing_Projectile on it. (that's what I do)
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Postby Graf Zahl » Wed Nov 19, 2003 3:30 pm

Not if you need the special properties. Then you're out of luck.
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Postby Cutmanmike » Thu Nov 20, 2003 12:21 pm

such as porkFX, which I need :?
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Postby Nanami » Thu Nov 20, 2003 12:31 pm

Being able to spawn the dark bishop's fireball would always be cool. Or shoot something that poisons the player. Mm, poison darts...
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Postby Chilvence » Thu Nov 20, 2003 12:40 pm

Im lost now. I'd always assumed that doom/heretic spawnnums have always been different from the original hexen ones... is this not the case?
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Postby Graf Zahl » Thu Nov 20, 2003 1:01 pm

They are different, which is the problem being discussed here. Since projectiles can only be spawned by spawnnum and not by name they cannot be used across games in scripts.
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Postby Chilvence » Thu Nov 20, 2003 1:16 pm

Well, if all the spawnnums are unique, sureley it is a simple matter to allow spawning another games projectiles?
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Postby Enjay » Thu Nov 20, 2003 1:40 pm

Chilvence wrote:Well, if all the spawnnums are unique...


But they're not.
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Postby Chilvence » Thu Nov 20, 2003 1:41 pm

Doh...
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