DomRem wrote:Alright, here it is. It's quite long, so I put it in a spoiler:
To be honest, I can't see how this works at all. These definitions are incomplete for a monster and might produce strange results. Why are they not flagged as MONSTER?
Moderator: GZDoom Developers
Code: Select all
CHGG A 4 OFFSET(x,y) A_WeaponReady
That's exactly what I have in mind. But to make sound replacements easier it should also be possible to set the player's sound class. Replacing all sounds manually is not possible.Grubber wrote:It can be something like SetMarineSprite, but for players (SetPlayerSprite).
Haha2) If you shot yourself, like with a rocket splash, or explode a barrel, the friendly monsters will chase you (this occurs in ALL cases, including monsters spawned by SUMMONFRIEND). I think the engine thinks that FRIENDLY is a monster that chases every other monster that tries to attack the player, so if the player attacks himself, he'll be an enemy too.
Do you plan to fix it on the unnoficial?Graf Zahl wrote:2. Is a known bug. It has been fixed for ZDoom but the old unofficial version did not contain the fix. The new one I did does.
Yes! But there is another risk: when dropping a pickable object, it must be unpickable for a certain time, or the player will drop and pick it immediately, but I don't think this would happen if you make a codepointer just like the "DROP" command. A tip: if you could customize the distance that the object will be dropped it would be very useful.Graf Zahl wrote:You mean like the 'drop' console command? That shouldn't be too hard.
As I said: Already done!Daniel wrote:About the first bug, is so hard to make the A_FriendlyLook codepointer? I think it would fix the problem.
Do you plan to fix it on the unnoficial?Graf Zahl wrote:2. Is a known bug. It has been fixed for ZDoom but the old unofficial version did not contain the fix. The new one I did does.
I'd just use the same code.Yes! But there is another risk: when dropping a pickable object, it must be unpickable for a certain time, or the player will drop and pick it immediately, but I don't think this would happen if you make a codepointer just like the "DROP" command. A tip: if you could customize the distance that the object will be dropped it would be very useful.Graf Zahl wrote:You mean like the 'drop' console command? That shouldn't be too hard.