Some questions of Decorate codepointers & MapMarkers....

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Osiris Kalev
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Some questions of Decorate codepointers & MapMarkers....

Post by Osiris Kalev »

Ok, my first questions are what does A_CheckPlayerDone, A_Skullpop and A_Burst do?

My second question is how do I create a custom Map Marker? I has a look through the code and was supposed to define two arguments, but I don't know how that works.
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Zippy
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Post by Zippy »

Osiris wrote:Ok, my first questions are what does A_CheckPlayerDone, A_Skullpop and A_Burst do?
It would be nice if whoever has an answer for this also takes the time to fill in the wiki pages about them too.
Osiris wrote:My second question is how do I create a custom Map Marker? I has a look through the code and was supposed to define two arguments, but I don't know how that works.
I haven't used it yet myself, but my understanding is that you define an ACTOR who inherits from MapMarker and place it in the map somewhere. You give the thing itself the arguments to indicate how it behaved (in the place you would normally put the arguments for Thing specials.)
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Osiris Kalev
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Post by Osiris Kalev »

Ah thanks for that. I still gotta figure out though how to tell MapMarker what sprite to use for the map. It doesn't seem to be in the spawn state.
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Cutmanmike
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Post by Cutmanmike »

A_Burst is kinda like the action that happens when you smash a frozen enemy into pieces. I think you can use custom actors too.

A_Skullpop is a hexen codepointer for the head falling off a player. Probably has little/no use.

Not sure if i'm right but heh.
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Anakin S.
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Post by Anakin S. »

It would be more useful if you could set which skull pops off with A_Skullpop.
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Graf Zahl
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Post by Graf Zahl »

You can.

A_SkullPop("WhateverHeadYouWant")
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Osiris Kalev
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Post by Osiris Kalev »

So now I know what A_Burst and A_Skullpop does. Thanks. Now all I need is to set the sprite for the mapmarker. But how?
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Post by randi »

Map markers are exactly like any other actor, except they are drawn on the map instead of the 3D view. So just define your Spawn state to whatever you want.
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Osiris Kalev
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Post by Osiris Kalev »

Okay, I can't seem to get this to work. I've done what you've said, but it ain't working for me. Can anyone look at the WAD and tell me what's wrong?
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Xaser
 
 
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Post by Xaser »

Hmm... I took a look and it seems that everything was defined just fine in the DECORATE, but for some reason the thing had a TID of 1 that was throwing it off. Anyway, I've taken the liberty of fixing the wad and adding a few things... It's actually pretty funny when combined with some of the monsters and such. Have a look, Osiris... I think this should fix everything.


For more instructions and info, I just referred to the front news page, which I'll quote here for justice.
Randy wrote:A new MapMarker actor has been added that you can use to mark points of interest on the automap. If its first argument is zero, the map marker itself appears on the automap, otherwise it is drawn on top of any actor with a TID matching that argument. If the second argument is one, then the map marker will only be appear if the player has previously seen the sector it is one. You can use Thing_Activate and Thing_Deactivate on markers to turn them on and off. To make custom markers, all you need to do is subclass MapMarker with DECORATE.
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HotWax
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Post by HotWax »

And just like that we have a new feature request:

An option to remove the mapmarker from the map when the actor it is attached to is killed.

I know you can already do that by removing the thing yourself, but then the corpse disappears to.
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Osiris Kalev
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Post by Osiris Kalev »

Hey thanks for that, it helped loads and it was awesome. Loved the improvements for the map ;). Also I second that suggestion.
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Zippy
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Post by Zippy »

HotWax wrote:feature request
*cough*suggestion*cough* :wink:
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