Why? Is that impossible?DoomRater wrote:...........
No comment.
A Christmas present for ZDoom
Moderator: GZDoom Developers
- HobbsTiger1
- Posts: 1235
- Joined: Fri Jan 07, 2005 7:29 pm
- Location: #DMClub
- Contact:
Not only that, but what you said was very confusing.
EDIT: Why wouldn't we use the skulltag style for that (grenade launcher). Works fine if you ask me.
EDIT: Why wouldn't we use the skulltag style for that (grenade launcher). Works fine if you ask me.
Last edited by HobbsTiger1 on Mon Jun 06, 2005 9:39 pm, edited 1 time in total.
Hehehe... not problems with english, but problems with my head
So what is the point here:
1 - The high-speed projectile missing the target is a bug, like the projectile bug that makes more than 1000 points of damage and kills the player even on invulnerability;
2 - +NOAUTOAIM could be an useful flag, to make weapons that shot grenades, flames or even flying ghosts - this kind of shot doesn't need to target at the enemy. But it makes only ONE weapon without aim, it doesn't change the "Autoaim value" for the player.
3 - I'll try to explain better what I mean, I hope.

So what is the point here:
1 - The high-speed projectile missing the target is a bug, like the projectile bug that makes more than 1000 points of damage and kills the player even on invulnerability;
2 - +NOAUTOAIM could be an useful flag, to make weapons that shot grenades, flames or even flying ghosts - this kind of shot doesn't need to target at the enemy. But it makes only ONE weapon without aim, it doesn't change the "Autoaim value" for the player.
3 - I'll try to explain better what I mean, I hope.
Last edited by Daniel on Mon Jun 06, 2005 9:49 pm, edited 1 time in total.
- HobbsTiger1
- Posts: 1235
- Joined: Fri Jan 07, 2005 7:29 pm
- Location: #DMClub
- Contact:
- Anakin S.
- Posts: 1067
- Joined: Fri Nov 28, 2003 9:39 pm
- Location: A long time ago in a galaxy far, far away...
Code: Select all
ACTOR ShotgunPickup : Inventory 2001
{
States
{
Spawn:
SHOT A -1
Stop
Pickup:
// TNT1 A 0 A_TakeInventory("ShotgunPickup", 1)
TNT1 A 0 A_JumpIfInventory("UpgradedShotgun", 1, 2)
TNT1 A 0 A_GiveInventory("NewShotgun1", 1)
Fail
----> TNT1 A 0 A_GiveInventory("Shell", 8)
Fail
}
+AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 100
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the shotgun!"
}
ACTOR ShotgunUpgrade : Inventory 3421
{
States
{
Spawn:
SHUP A -1
Stop
Pickup:
TNT1 A 0 A_TakeInventory("NewShotgun1", 1)
TNT1 A 0 A_GiveInventory("UpgradedShotgun", 1)
Fail
}
+AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 100
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the sawed-off shotgun!"
}
Does anyone know what I might be doing wrong here? It also says there's something wrong with "Inventory.Amount" and "+".SC_GetNumber: Bad numeric constant "A".

- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49234
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Daniel wrote:I think it is; it it wasn't, the engine would say "Bad command on line xxx"... but I don't know the function of Fail. So, keep using Stop.
The difference is that 'Fail' signifies failed use (or pickup) so the item doesn't get removed.
And sorry for the delay of this stuff. I was extremely busy with other stuff over the weekend so it will be in the next update (hopefully next Saturday.)
AAAhHHH!!! So maybe this can fix the bug we were talking about on "Updated ZDGuns" forum... I'll try this one.
Thanks Graf, we enjoy your work. We can't do all the stuff we wish, we have lives to go on...
I've tried using Fail, but when we use this funcion, the engine always says something like "invalid state parameter" or something...
Well, seems to be that Grubber's exe (before today's version) doesn't support the Fail command; the engine thinks it's an Sprite name
Thanks Graf, we enjoy your work. We can't do all the stuff we wish, we have lives to go on...
I've tried using Fail, but when we use this funcion, the engine always says something like "invalid state parameter" or something...
Well, seems to be that Grubber's exe (before today's version) doesn't support the Fail command; the engine thinks it's an Sprite name

- Anakin S.
- Posts: 1067
- Joined: Fri Nov 28, 2003 9:39 pm
- Location: A long time ago in a galaxy far, far away...
It seems like A_JumpIfCloser doesn't work for weapons, even after Graf added the code. It crashes. Maybe there's something I'm doing wrong. Has anyone else tried A_JumpIfCloser for weapons? The Goto Select lines don't crash it. It crashes at the FHMR B frame, which is where A_JumpIfCloser is used.
Code: Select all
ACTOR HammerOfRetribution : FWeapHammer
{
Fire:
Hold:
FHMR B 6
FHMR C 0 A_JumpIfCloser(48, 6)
FHFX S 0 A_PlaySound("FighterHammerMiss")
FHMR CD 3
FHMR E 2
FHMR E 10 A_FireCustomMissile("HammerShot")
Goto Select
FHMR C 3 A_FireBullets(2, 2, 1, 10, "NewHammerPuff", 1)
FHMR D 3
FHMR E 2
FHMR E 10
Goto Select
}
}