A Christmas present for ZDoom

Moderator: GZDoom Developers

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Daniel
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Post by Daniel »

DoomRater wrote:...........
No comment.
Why? Is that impossible?
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DoomRater
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Post by DoomRater »

To be honest, I have no idea how such a flag would correct the error you are talking about.
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Daniel
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Post by Daniel »

No, this flag isn't for fix the error, but to avoid it. The error can be fixed, but this flag could also help making weapons like Grenade launchers, which targeting on an enemy turns more difficult to use the weapon.
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HobbsTiger1
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Post by HobbsTiger1 »

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.
Last edited by HobbsTiger1 on Mon Jun 06, 2005 9:39 pm, edited 1 time in total.
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DoomRater
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Post by DoomRater »

I usually correct that myself, using an alias command that turns off autoaim and then turns on mouselook. When I'm don it resets autoaim to always and turns off mouselook.
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Daniel
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Post by Daniel »

Hehehe... not problems with english, but problems with my head :lol:


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.
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HobbsTiger1
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Post by HobbsTiger1 »

Wouldn't +AUTOAIM cause problems for those who don't use autoaim?
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Daniel
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Post by Daniel »

No, I think it woudn't change. It's like to use the railgun; it doesn't have autoaim, and it wouldn't make difference into the autoaim and the noautoaim mode.

Sorry, I meant +NOAUTOAIM. +AUTOAIM is useless, because it's set by a player value.
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Anakin S.
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Post by Anakin S. »

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!"
}
This piece of code crashes zdoom with a message referring to the line the arrow points to, saying:
SC_GetNumber: Bad numeric constant "A".
Does anyone know what I might be doing wrong here? It also says there's something wrong with "Inventory.Amount" and "+". :?
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Daniel
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Post by Daniel »

That's the "Fail". You must use "Stop" instead of it.
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Anakin S.
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Post by Anakin S. »

Thanks. I thought that Fail was already included in Grubber's most recent build. I guess I have to just use Stop for now.
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Daniel
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Post by Daniel »

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.
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Graf Zahl
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Post by Graf Zahl »

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.)
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Daniel
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Post by Daniel »

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 :?
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Anakin S.
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Post by Anakin S. »

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
   	}
} 
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