Smart Scavenger - A Resource/Mod (V3.2 Released! 11/23/14)

Projects that alter game functions but do not include new maps belong here.
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VicRattlehead
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Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Post by VicRattlehead »

Is it intentional for medikits to break up when you run over them even with full health? Ammo pickups only do when you don't have full ammo.
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amv2k9
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Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Post by amv2k9 »

No, it's not... I'll go look at the code and fix that.
bouchacha
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Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Post by bouchacha »

Any idea what the cause of the problem is? I spent half an hour messing with the script in Slate but I have very little experience and couldn't figure out why Medikits break up when you have full health.
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Coincident
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Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Post by Coincident »

I was thinking to try and implement this mod myself, but thank god someone bumped this thread. :)
This is an awesome idea.
Does it work with Brutal Doom (or SE)?
m4lmaster
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Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Post by m4lmaster »

Coincident wrote:I was thinking to try and implement this mod myself, but thank god someone bumped this thread. :)
This is an awesome idea.
Does it work with Brutal Doom (or SE)?


nope, wish it did, i really like this idea
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amv2k9
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Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Post by amv2k9 »

m4lmaster wrote:
Coincident wrote:Does it work with Brutal Doom (or SE)?
nope, wish it did, i really like this idea
I'll look into this; I'm going to do a revision of this that should fix the issue of ammoboxes breaking open when projectiles or monsters impact them. A Brutal Doom version would be for SE, since that's maintained on these forums.
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amv2k9
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by amv2k9 »

Okay, so this was out later than I intended. I had a better method of doing this, but then I neglected to write it down, then forgot, then remembered again.[spoiler=If you're interested in this kind of thing:]Anyways, the implementation is much better now. For starters, the ammo box doesn't warp to your position when you pick it up, because you never actually pick it up; it takes advantage of the fact that CustomInventory actors have the player as a target to do a A_JumpIfCloser check, and has its Radius set very small, and the Pickup state consisting of a 1-tic duration frame and a Fail, so that the player will never be able to pick up the actor properly. Because things are never handled in a pickup state, I also don't have to worry about logmessages, which is nice because while A_Log has color support, it prints the message in the same color in the console as it does in the message log in the upper left, which is different from standard Doom logmessages which print untranslated(red) to the message log, but white in the console. Unless I'm missing something, there's no way to duplicate this behavior.[/spoiler]Smart Scavenger Version 3 Changelog:
-Support for Doom Roguelike Arsenal and Brutal Doom: Sperglord Edition added. Use smartscav-drla.pk3 and smartscav-bdsperg.pk3, respectively.
-Ammo and Medikits no longer 'warp' to the player's position.
-Medikits no longer break open when player health is >= 100.
m4lmaster
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by m4lmaster »

Script error, "smartscav-bdsperg.pk3:decorate" line 359:
Expected ')', got ','.

getting this error
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TheMightyHeracross
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by TheMightyHeracross »

Is your (G)ZDoom up to date?
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amv2k9
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by amv2k9 »

m4lmaster wrote:Script error, "smartscav-bdsperg.pk3:decorate" line 359:
Expected ')', got ','. getting this error
That would be from the A_JumpIfHealthLower call that uses the AAPTR_TARGET pointer. Update your G/ZDoom.
Last edited by amv2k9 on Mon Oct 13, 2014 11:35 am, edited 1 time in total.
m4lmaster
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by m4lmaster »

will do that before the end of the night
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FreddBoy
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by FreddBoy »

Will this mod be compatible with the Enhanced Edition of Brutal DOOM?
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demo_the_man
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by demo_the_man »

Can I use this in my mod?
m4lmaster
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by m4lmaster »

im assumeing GZDoom 2.x is needed? if so, not all of us can run 2.x, due to the need of OpenGL 3.x
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Blue Shadow
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Re: Smart Scavenger - A Resource/Mod (V3 Released! 10/10/14)

Post by Blue Shadow »

m4lmaster wrote:im assumeing GZDoom 2.x is needed? if so, not all of us can run 2.x, due to the need of OpenGL 3.x

Use ZDoom, then.

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