Some questions of Decorate codepointers & MapMarkers....
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- Osiris Kalev
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Some questions of Decorate codepointers & MapMarkers....
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.
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.
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:Ok, my first questions are what does A_CheckPlayerDone, A_Skullpop and A_Burst do?
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.)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.
- Osiris Kalev
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- Cutmanmike
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- Osiris Kalev
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- Osiris Kalev
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- Joined: Sun Aug 20, 2006 11:06 pm
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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.
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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MapMarkz0r.zip- Hehe, this is randomly awesome. :P
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- Osiris Kalev
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- Joined: Sun Aug 20, 2006 11:06 pm
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