New features (last update 8.8.2005)
Moderator: GZDoom Developers
- Cutmanmike
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- Bio Hazard
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Could someone add a "Release" state to weapons so it would be easier to make charging weapons that fire when you release the button?
and maybe a "SKIPTORELEASE" flag to make it skip to the release state even when its in the middle of another state
and would it be possible to make an A_JIGGLE(x-max,y-max) codepointer? it would make the weapon sprite jiggle around the screen. to simulate a weapon becoming unstable due to charging too long
and how will altfire work? will there be an "AltFire" state and an "AltHold" state?
and maybe a "SKIPTORELEASE" flag to make it skip to the release state even when its in the middle of another state
and would it be possible to make an A_JIGGLE(x-max,y-max) codepointer? it would make the weapon sprite jiggle around the screen. to simulate a weapon becoming unstable due to charging too long
and how will altfire work? will there be an "AltFire" state and an "AltHold" state?
- Graf Zahl
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That would be a little too intrusive I fear. So for the unofficial build I fear it won't come (unless Grubber thinks differently.)Bio Hazard wrote:Could someone add a "Release" state to weapons so it would be easier to make charging weapons that fire when you release the button?
and maybe a "SKIPTORELEASE" flag to make it skip to the release state even when its in the middle of another state
Shouldn't be too hard - if you have a good formula to calculate the movement.and would it be possible to make an A_JIGGLE(x-max,y-max) codepointer? it would make the weapon sprite jiggle around the screen. to simulate a weapon becoming unstable due to charging too long
and how will altfire work? will there be an "AltFire" state and an "AltHold" state?
The states already exist. The only thing that was missing was a means to activate alternate fire.
- Bio Hazard
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Can anyone think of a way to get around it? Currently, it's very annoying to release the button and it actually firing some time between instantly and 2 seconds :\Graf Zahl wrote:That would be a little too intrusive I fear. So for the unofficial build I fear it won't come (unless Grubber thinks differently.)
Um, just add or subtract a random number between 0 and max to the weapon's offset, wait a tic or so, reset the offset and do it again?Graf Zahl wrote:Shouldn't be too hard - if you have a good formula to calculate the movement.
EDIT: how about this:
Code: Select all
void A_Jiggle(int xmax,int ymax,int delay,int count){
int i=0;
for(i=0;i<count;i++){
if(rand()%2==1){weapon->xoff += rand()%xmax;}else{weapon->xoff -= rand()%xmax;}
if(rand()%2==1){weapon->yoff += rand()%ymax;}else{weapon->yoff -= rand()%ymax;}
sleep(delay);
weapon->xoff = weapon->realxoff;
weapon->yoff = weapon->realyoff;
}
}
Last edited by Bio Hazard on Sun Jun 19, 2005 4:58 pm, edited 1 time in total.
- Graf Zahl
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Bio Hazard wrote: EDIT: how about this:Code: Select all
void A_Jiggle(int xmax,int ymax,int delay,int count){ int i=0; for(i=0;i<count;i++){ if(rand()%2==1){weapon->xoff += rand()%xmax;}else{weapon->xoff -= rand()%xmax;} if(rand()%2==1){weapon->yoff += rand()%ymax;}else{weapon->yoff -= rand()%ymax;} sleep(delay); weapon->xoff = weapon->realxoff; weapon->yoff = weapon->realyoff; } }
I'll add that - with the necessary modifications of course
- Graf Zahl
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Easier said than done. The weapon offsets are absolute values that have to be set for each frame. When an A_MoveWeapon function is called the old ones no longer exist.DoomRater wrote:I just want to be able to change the gun's offset manually so I don't need a crapload of frames with different offsets and all the same graphics.
- Bio Hazard
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- DoomRater
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Check Mouse's mod Wolfen, there were fish in that mod. I think they were Modded Lost Souls.farlowj wrote:Could a possible feature be added that, via decorate, or a flag, a monster can go above a fake floor when there is a water thing present? Could make fish, or sharks, or something that can only be in the water, that would be nice.
- Graf Zahl
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Bio Hazard wrote:really? oO coolGraf Zahl wrote:I'll add that - with the necessary modifications of course
How will it work? will it only jiggle for the duration of that frame? or will it jiggle untill A_Jiggle(0,0,0,0) is called?
You'd have to call it every tic to make it work. Making this a continuous effect is a little more complicated.
- Graf Zahl
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Yes, they were but they would have gone above a water surface if it had been there.DoomRater wrote:Check Mouse's mod Wolfen, there were fish in that mod. I think they were Modded Lost Souls.farlowj wrote:Could a possible feature be added that, via decorate, or a flag, a monster can go above a fake floor when there is a water thing present? Could make fish, or sharks, or something that can only be in the water, that would be nice.