[Not a bug] Decoration hitpoints

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[Feature request] Decoration hitpoints

Postby Hirogen2 » Sun Sep 07, 2003 12:07 pm

Hi there,

so far I have been missing a "HitPoints" or "InitialHealth" property for DECORATE objects. If this is really missing, I would be pleased if this was added.
If there already is a possibility to set this, can someone tell me please?
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Postby Enjay » Sun Sep 07, 2003 12:30 pm

From Randy's example:

breakable FooTree
{
Sprite TRDT
Frames A
DeathFrames BCDEFG
GenericIceDeath
BurnDeathFrames H*I*J*K*L*M*N*OPQ
BurnDeathSound TreeExplode
BurnHeight 20
SolidOnBurn
SolidOnDeath
DeathHeight 20
DeathSound BishopDeath
Solid
Radius 15
Height 180
Health 70
Mass 700000
NoBlood
BurnsAway
DiesAway
}


I think Health 70 is the line you're looking for.
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Postby Hirogen2 » Mon Sep 08, 2003 6:42 am

Ok, thanks.
Is there -any- way to use 45(!) frames for the BurnDeath, because that was the frame amount ROTT had? ;)
If not, looks like I need to drop some frames.
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Postby Enjay » Mon Sep 08, 2003 7:05 am

45 - Ouch! Thats a lot of frames/sprites. I'm going to guess that no is the answer. The archvile is the item in doom with the most sprite stages. It goes beyond the alphabet and uses (IIRC) 3 puntuation characters to extend the available sprite range. So unless Randy has added something, you'll be limited to - what? 29 individual sprite stages? Something like that anyway. Or maybe characters beyond that are already supported, you just have to know which order to use the additional characters in?

Otherwise, I guess you could manage to do something like have one item start the burn sequence and spawn a second one to complete it?
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Postby Hirogen2 » Mon Sep 08, 2003 9:29 am

Well uh, maybe the range could be extended to numbers: VILEA0 - VILEZ0, VILE00 - VILE90.
I would intentionally omit the [ \ ] part because Windows makes a mess storing such filenames.
Still, gives me 36 frames. Yay.
Since those frames have no mirror (just A3, A4, A5, A6 etc. not A2A8) or are single-angleed (A0), it could probably done by a VILE_FF0, where FF is a two-char frame and 0 is the angle. How about it? Oh well, hard to mix with Decorate.
(VILE_AA0 == VILEA0 then, and VILE_BA0 == VILE[0 etc.)
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Postby Graf Zahl » Mon Sep 08, 2003 9:59 am

If there was a method to switch sprite names in the middle of such a sequence there wouldn't be any need for the kind of crude hacks that have been suggested here. How about adding a command into the frame string that changes the sprite name?

Something along the lines of:

H*I*J*K*L*M*N*OPQ{SPR2}ABCDEFG
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Postby Hirogen2 » Mon Sep 08, 2003 2:40 pm

Nice idea! Taken :P
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