Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Posted: Sat May 23, 2009 4:43 pm
by InsanityBringer
Having wait at the end of the use state is probably the issue (the wiki states that use states cannot have loops in them, and wait loops the last frame)
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Posted: Sat May 23, 2009 5:06 pm
by przndoom
It's not that bad....
just rough around the edges.
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Posted: Sat May 23, 2009 5:40 pm
by lizardcommando
Well, it looks a little better than how it was before, but why is this in my thread?
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Posted: Sat May 23, 2009 5:47 pm
by przndoom
sorry i just stopped on page 3...kinda rage quite
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Posted: Sat May 23, 2009 7:28 pm
by lizardcommando
Ugh. I still can't seem to get the TeleporterBeacon-like item to work. I can't figure what I'm doing wrong.
ACTOR SupportBeacon : Inventory replaces Berserk
{
Health 5
Radius 16
Height 16
Inventory.MaxAmount 3
+INVENTORY.INVBAR
+INVENTORY.BIGPOWERUP
Inventory.Icon "STINV01"
Inventory.usesound "weapons/grenthrow"
Tag "Support Beacon"
Inventory.PickupMessage "You picked up the Support Beacon."
States
{
Spawn:
PTRB A -1
Use:
PTRB A 1 A_CustomMissile("Ext-Spawner",1,1,1)
PTRB A 160
Death:
PTRB A 1
Stop
}
}
ACTOR Ext-Spawner
{
Radius 23
Height 12
Mass 60
+NOTARGET
+ISMONSTER
+FRIENDLY
+DROPOFF
+MISSILE
+WINDTHRUST
+PUSHABLE
+CANBOUNCEWATER
States
{
Spawn:
PTRB A 1
Loop
Death:
TELX A 0 BRIGHT A_PlaySound("WLIceShot/icechargeup")
TELX A 2 BRIGHT A_SetTranslucent(0.4)
TELX B 2 BRIGHT A_SetTranslucent(0.5)
TELX C 2 BRIGHT A_SetTranslucent(0.6)
TELX D 2 BRIGHT
TELX E 2 BRIGHT
TELX F 2 BRIGHT
TELX G 6
TELX H 1 A_SpawnItem("ExtBuddy",0,1)
Stop
}
}
Also, the fire spawning for the Molotov cocktail is still a bit buggy. I also can't figure out why it'll disappear immediately when the Molotov cocktail
directly hits something or gets really close to hitting something.
ACTOR Cocktail
{
Obituary "%o burned to death from %k's molotov cocktail."
height 8
radius 10
damage 8
speed 25
ExplosionRadius 80
ExplosionDamage 50
deathsound "weapons/molotovexplode"
PROJECTILE
+GRENADETRAIL
+FIREDAMAGE
+RANDOMIZE
-NOGRAVITY
states
{
Spawn:
MCCK A 0 BRIGHT ThrustThingZ(0,5,0,1)
MCCK ABCDE 2 BRIGHT
loop
Death:
EXPL A 0 BRIGHT A_AlertMonsters
EXPL A 0 BRIGHT A_Explode
FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-60, 60),0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-20, 20),0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-20, 20),0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-60, 60),0)
FIRD A 0 A_CustomMissile("MolotovFire",0,random (-80, 80),0)
FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
EXPL ABCDEF 1 BRIGHT A_EXPLODE
EXPL GHIJKL 1 BRIGHT A_EXPLODE
EXPL MNOP 1 BRIGHT
EXPL QRSTUVW 1
stop
}
}
ACTOR MolotovFire
{
Obituary "%o got too close to %k's flames."
height 10
radius 20
damage 10
scale 0.7
seesound "weapons/fire"
ExplosionDamage 8
ExplosionRadius 35
+MISSILE
+FIREDAMAGE
-FloorHugger
+RANDOMIZE
-NOGRAVITY
states
{
Spawn:
FIRD A 0 BRIGHT A_Wander
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD A 0 BRIGHT A_Stop
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD ABC 2 BRIGHT A_Explode
FIRD DEF 2 BRIGHT A_Explode
FIRD GHIJKL 2 BRIGHT A_Explode
FIRD MNO 2 BRIGHT
stop
}
}
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Posted: Sat May 23, 2009 7:52 pm
by TypeSaucy
i'll deal with the molotov, but i say you need to add in flare sparks when it crack opens.
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Posted: Sat May 23, 2009 8:42 pm
by InsanityBringer
With the beacon, try:
1.Changing all durations to 0
2.Adding stop at the end
Other than that, I'm not sure what to try
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Posted: Sat May 23, 2009 9:36 pm
by lizardcommando
X-CrAzYkOoL-X wrote:i'll deal with the molotov, but i say you need to add in flare sparks when it crack opens.
Flare sparks? Can you elaborate on that? I'm not sure what you mean by that.
InsanityBringer wrote:With the beacon, try:
1.Changing all durations to 0
2.Adding stop at the end
Other than that, I'm not sure what to try
Would you want to take a look at the wadfile itself?
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Posted: Sun May 24, 2009 6:42 am
by InsanityBringer
lizardcommando wrote:
InsanityBringer wrote:With the beacon, try:
1.Changing all durations to 0
2.Adding stop at the end
Other than that, I'm not sure what to try
Would you want to take a look at the wadfile itself?
Sure. That would make it easier to figure out what's going wrong here.
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Posted: Sun May 24, 2009 7:12 am
by TypeSaucy
lizardcommando wrote:
X-CrAzYkOoL-X wrote:i'll deal with the molotov, but i say you need to add in flare sparks when it crack opens.
Flare sparks? Can you elaborate on that? I'm not sure what you mean by that.
you know, fire balls flies in the air and when it lands, fire comes out. and if yo still dont know what i mean, i'll show you.
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Posted: Sun May 24, 2009 11:09 am
by lizardcommando
InsanityBringer, I just sent you a pm with a link to my mod.
X-CraZyKooL-X, I get what you're saying. It shouldn't be too hard to implement. It's probably like the mech debris spawning. Graphics shouldn't be too hard to make too.
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Posted: Sun May 24, 2009 11:15 am
by InsanityBringer
And I got it. Time to go play with the code until it works
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Posted: Sun May 24, 2009 11:31 am
by lizardcommando
Cool. Tell me what you also think of the mod so far as well.
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
ACTOR SupportBeacon : CustomInventory replaces Berserk
{
Health 5
Radius 16
Height 16
Inventory.MaxAmount 3
+INVENTORY.INVBAR
+INVENTORY.BIGPOWERUP
Inventory.Icon "STINV01"
Inventory.usesound "weapons/grenthrow"
Tag "Support Beacon"
Inventory.PickupMessage "You picked up the Support Beacon."
States
{
Spawn:
PTRB A -1
Stop
Use:
TNT1 A 0 A_FireCustomMissile("Ext-Spawner")
Stop
Death:
PTRB A 0
Stop
}
}
ACTOR Ext-Spawner
{
Radius 15
Height 10
Mass 60
+NOTARGET
+ISMONSTER
+FRIENDLY
+DROPOFF
+MISSILE
+WINDTHRUST
+PUSHABLE
+CANBOUNCEWATER
Speed 5
States
{
Spawn:
PTRB A 1
Loop
Death:
TELX A 0 BRIGHT A_PlaySound("WLIceShot/icechargeup")
TELX A 2 BRIGHT A_SetTranslucent(0.4)
TELX B 2 BRIGHT A_SetTranslucent(0.5)
TELX C 2 BRIGHT A_SetTranslucent(0.6)
TELX D 2 BRIGHT
TELX E 2 BRIGHT
TELX F 2 BRIGHT
TELX G 6
TELX H 1 A_SpawnItemEx("ExtBuddy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
Stop
}
}
The whole problem which I completly managed to overlook is that you used A_CustomMissile instead of A_FireCustomMissile. You want to use A_FireCustomMissile on anything player inventory releated
There is still a issue with it though. If you run into the object as it is being spawned, it fuses with you, but the cartoons should have told you that you should never do that, and in a cartoony mod, it shouldn't be a problem
As for the mod itself, I didn't get to play it too much (wanted to get the bug fixed), but I ran a few levels and it was pretty good and fun
Re: The Exterminator: Bigger Backpack Edition (New Demo release)
Posted: Sun May 24, 2009 12:29 pm
by lizardcommando
Well, I'm glad the item's basic function works, but there's a small problem to it (besides the one you pointed out). I want it so that when I use the item, I throw the SupportBeacon and it would take a second or two until it activates, teleporting a friend. You know, kinda like how the Teleport Beacon or Dudukrazy's friend spawner works. Not sure if that makes sense or not... Also, is there a way to increase how far it gets thrown before being activated?