Action Functions For specific hexen weapon

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skadoomer
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Action Functions For specific hexen weapon

Post by skadoomer »

I would like to be able to use the AI from several unique hexen weapons (like the Bloodscourge, Wrathverge, and Arc of Death) Within my own decorate weapons. Since its been expressed that giving user control over the logic for these weapons is more work for less gain, would it be possible to turn the attack into action functions? (Example: A_FireBloodscourge, A_FireWrathverge and A_FireLightening)
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wildweasel
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Post by wildweasel »

To fire the Wraithverge, I believe that all you have to do is fire its projectile as a custom missile (in this case, it's called "HolyMissile"). The only thing that it will be missing is the screen flash. For Bloodscourge, the missile would be MageStaffFX2 (haven't tested this), and to shoot the Arc of Death, you would (theoretically) shoot LightningCeiling, LightningFloor, and LightningZap simultaneously.
skadoomer
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Post by skadoomer »

i can't beleave i missed that as an option. Do you have the ability to fire any type of class using custom missile? (provided you supply the graphics for it?)
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Deathsong12
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Post by Deathsong12 »

Yup, any class from any game. Monsters and inventory items have some bugs with a A_CustomMissile, but every projectile out there should work just fine.
skadoomer
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Post by skadoomer »

Some bugs you say? What is best to avoid doing (so i don't start thinkig of cool ways to break the engine)
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Deathsong12
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Post by Deathsong12 »

Monsters come out as missiles, so they die on contact with anything. You can use A_PainAttack to spawn monsters as an attack, however. Trying to launch an inventory item causes nothing to happen, but they can be tossed across the room (and remain functional) using A_ThrowGrenade. I was going to use that to create fake status effects, but it seems Graf has added A_GiveToTarget, which makes my hack useless.
skadoomer
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Post by skadoomer »

Thanks for the pointers. However, what do you mean by status effects? And what preytel does A_GiveToTarget do? Is it for transfering items that monsters "have" directly into the players inventory or is something else? The wiki didn't return anything so i'm curious to hear about what it can do.
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Deathsong12
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Post by Deathsong12 »

A_GiveToTarget was mentioned in another thread here in Feature Suggestions. It would give a specific inventory item to whatever a creature was attacking. By "Status Effects" I mean things like paralazation, sleep, posion, and all the other nasty things that don't involve physical damage.
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DoomRater
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Post by DoomRater »

A_PainAttack does not work when used from a player. Tried it and failed. A_SpawnItem MIGHT achieve the effect but I am not sure how to do so.
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