New features (last update 8.8.2005)

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TheDarkArchon
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Post by TheDarkArchon »

Code: Select all

  
   Weapon.AmmoType1 "Cell"
   Weapon.AmmoType2 "Cell"
   Weapon.AmmoUse1 1
   Weapon.AmmoUse2 20
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Graf Zahl
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Post by Graf Zahl »

Sometimes a look in the examples that accompany the .exe might help... ;)
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Post by wildweasel »

I didn't see anything in them. As far as I could tell, the examples were never replaced when I extracted the archive. Thank you for the help, though. (Odd side-effect: the ammo type appears twice on the fullscreen hud.)

Another thing I need help with, though. I have a Lead Pipe weapon that I've made, that uses A_CustomPunch attacks. Under the Pufftype part, I'd guess that this is where I put in quotes the name of the actor to spawn. It seems to work fine the way I do it, but I need the pipe to make a sound upon hitting the wall. I've tried several ways (A_Pain, A_Scream, A_PlaySound) on the Puff actor to make sounds, but none of them actually play the sound I want. Do I define the impact sound in the weapon? If so, how?
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DoomRater
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Post by DoomRater »

Graf Zahl wrote:There's the BLOODLESSIMPACT flag but ironically the one place where it isn't checked is the ripper code (/me fixes immediately... ;))
BWAHAHAHA.
wildweasel wrote:(Odd side-effect: the ammo type appears twice on the fullscreen hud.)
Hm, maybe another check to see if the alternate ammo type is the same and not bother drawing it twice might be in order?
wildweasel wrote:I need the pipe to make a sound upon hitting the wall.
Define it the same way you define a hitscan weapon. That is, the weapon's AttackSound.

EDIT: Graf's pretty fast.
Last edited by DoomRater on Fri Jun 24, 2005 4:08 pm, edited 2 times in total.
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Graf Zahl
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Post by Graf Zahl »

wildweasel wrote:I didn't see anything in them. As far as I could tell, the examples were never replaced when I extracted the archive. Thank you for the help, though. (Odd side-effect: the ammo type appears twice on the fullscreen hud.)
Apparently Randy never thought of the case that both are identical. ;)
Another thing I need help with, though. I have a Lead Pipe weapon that I've made, that uses A_CustomPunch attacks. Under the Pufftype part, I'd guess that this is where I put in quotes the name of the actor to spawn. It seems to work fine the way I do it, but I need the pipe to make a sound upon hitting the wall. I've tried several ways (A_Pain, A_Scream, A_PlaySound) on the Puff actor to make sounds, but none of them actually play the sound I want. Do I define the impact sound in the weapon? If so, how?
A puff should play a sound like any other actor. I have no idea what went wrong. Can you post the weapon and the puff here?
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Your Name Is
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Post by Your Name Is »

SWEET DEAL! I missed a lot in my time away!
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Post by NiGHTMARE »

What about my randomized item suggestion? IMHO it certainly fills the "useful" requirement, since it would make using new weapons, monsters, etc in old maps (something I'm sure many people would like to do- exceptionally easy), and it would be handy for these RPG style wads people are working on as well (random encounters, random treasure, etc).

Of course, if it requires far too much time and effort and/or changing too many files, just tell me to shut up :).


The other thing I would really love to see is player classes becoming possible in games besides Hexen (and prefferably allowing modders to define as many as they like, rather than just three) ;). I suspect this is probably something else which would require big changes, however... but still, wouldn't you like to be able to play as a Commando, a Medic, a Combat Engineer, etc as well as a Marine? :D
Last edited by NiGHTMARE on Fri Jun 24, 2005 4:45 pm, edited 2 times in total.
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Post by wildweasel »

Spoiler: The LeadPipe code
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Post by DoomRater »

Classes sound like work outside of DCORATE, so that'll have to be something Randy has to do. I want to see customizable classes just as much, although I'm concerned about how to flag them in engines.

@WildWeasel: try making the second state on your puff use an A_Pain state. If that works I might be onto something... something that I noticed way back in DEHACKED.
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Post by NiGHTMARE »

A much simpler (well, it seems like it should be ;)) suggestion: a PERMANENT flag for power-ups.

Example uses:
- Skulltag style runes
- a speed booster
- a rebreather device
- alternative armor system
- a fighter plane!
- countless more I can't think of right now :)

As a counter, can ACS be used to remove the effects of a power-up? If not, that'd make a nice addition as well.

EDIT: Skulltag's runes made me thing of another possibility: a way to prevent the player from picking up a certain type of item if he already posses a certain other item: e.g. if he has either blue armor or a soulsphere in his inventory, he can't pick-up a mega sphere.
Last edited by NiGHTMARE on Fri Jun 24, 2005 5:21 pm, edited 8 times in total.
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DoomRater
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Post by DoomRater »

Why not just set them yourself? Unless of course set_invul_reflective doesn't work for players... and then you can just make your own powerup that way.

Test stuff for Inventory items- includes a test for powerup items.
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chaoscentral
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Post by chaoscentral »

there should be a way in terrain to set a sound when hitting a certain wall... like when you punch metal you get a metal sound, or brick you get a stone sounding sound... but only a suggestion.
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Post by wildweasel »

YES! Thank you, Doomrater, that works perfectly! (I accidentally discovered this when I was making a railgun attack earlier, but it didn't click until now...)
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Post by DoomRater »

Huh. Now there's something I woudn't know how to go about coding myself. Unless Randy has an idea (I'm thinking this too is outside of DECORATE) I don't think that will get implemented.
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Graf Zahl
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Post by Graf Zahl »

DoomRater wrote:Classes sound like work outside of DCORATE, so that'll have to be something Randy has to do. I want to see customizable classes just as much, although I'm concerned about how to flag them in engines.

@WildWeasel: try making the second state on your puff use an A_Pain state. If that works I might be onto something... something that I noticed way back in DEHACKED.
You noticed correctly. The first state's code pointer is never executed.
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