GAA1992 wrote:I am full of ideas for a AVGN mod. I just hope nobody is ahead of me =p
one mod is a terrywad and the other's just a bunch of forgotten concepts, i'd say go right ahead

GAA1992 wrote:I am full of ideas for a AVGN mod. I just hope nobody is ahead of me =p
Yrvyne wrote:(I am not conversant with C++ language....)
Yrvyne wrote:With regards to number 3, given that it would induce serious performance problems, can those items be blocked from spawning?
Apeirogon wrote:You think that I a C++ senior?!
Apeirogon wrote:All I can do is iterate through ALL actors on the level if script detect that one, or more, monster die. This means that script must run to every single actor in the map and ask "is you inventory item? no, go to next actor; Yes, check distance to died monster, and if it smaller than died actor radius this is probably, JUST PROBABLY, item which actor spawned in it death sequence". And this is just to assume that some item was spawned by actor before do something with this item.
So if imp died close to blue armor/megasphere, script assume that this armor/megasphere was spawned by imp.And if script will delete items spawned by actor, bye bye blue armor/megasphere. There is a way around this, since items in CH, IIRC, after spawn have some vertical velocity, so script can check item velocity and if it greater than 0 only then manipulate with it. But there are too many assumptions to hope for this way.
Apeirogon wrote:Tomorrow I, probably, write updated version, if I find some time.
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comet1337 wrote:don't forget heXXXen
i have no pun for strife
Apeirogon wrote:Updatedmy journalit a little bit.
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