Adding the Strife flaming death state to Doom.

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked
CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Adding the Strife flaming death state to Doom.

Post by CaptainToenail »

I want to add the exact Strife burning sequence to the player and zombies in Doom, has anyone got the exact code for the burn state from Strife?
User avatar
Skippy
Posts: 695
Joined: Sun Nov 20, 2005 9:57 am
Location: Belfast, NI

Post by Skippy »

If you're talking about the POV death sprites when the player is killed by fire damage, you're out of luck so far.

As far as the zombies go, there's nothing to code beyond sprite frames. In Strife, the generic burn graphics are BURNA to BURNV. You can get the basic idea of the timings from the StrifePlayer source code, but ignore the codepointers as most of them are hardcoded.
User avatar
The NUtcracker
Posts: 843
Joined: Sun Jan 14, 2007 9:12 pm
Location: South Dakota
Contact:

Post by The NUtcracker »

You could, of course, make a new player class and add a flame death state that activates an ACS script that sets the player's weapon to a burning hand weapon.

Just an idea.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

In 2.1.7 you can't replicate the sequence precisely for players. In the latest SVN version the Strife player has been coded in DECORATE so you can copy and paste the sequence from there.

For monsters, just inherit from StrifeHumanoid.
CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Post by CaptainToenail »

You can get the basic idea of the timings from the StrifePlayer source code
That's exactly what I wanted, thanks! :D

So if I want to add that to Doomplayer will I just make a new doomplayer class with the added Burn state yes?
User avatar
Marcus101RR
Posts: 250
Joined: Sun Jul 08, 2007 10:59 am
Graphics Processor: nVidia (Modern GZDoom)
Location: USA, Florida
Contact:

Re: Adding the Strife flaming death state to Doom.

Post by Marcus101RR »

CaptainToenail wrote:I want to add the exact Strife burning sequence to the player and zombies in Doom, has anyone got the exact code for the burn state from Strife?
The exact code is way to easy to get. I can give it to you, plus i remember seeing it on Wiki not too long ago. I will copy and paste.
Spoiler:
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

That code is not precise because it's missing all the code pointers that make the sequence so special.
User avatar
Skippy
Posts: 695
Joined: Sun Nov 20, 2005 9:57 am
Location: Belfast, NI

Post by Skippy »

@Graf: does that mean that the new code pointers like A_CrispyPlayer et al have been exposed in DECORATE? I've always wondered what A_ItBurnsItBurns does... :lol:

@NUtcracker: I doubt that would work, as the player's death automatically lowers the equipped weapon. One possible alternative would be to activate the 'instant weapon switch' property in an ACS DEATH script and use HudMessage graphics to replicate the burning hands.
Last edited by Skippy on Sun Sep 02, 2007 3:24 pm, edited 2 times in total.
User avatar
Medricel
Posts: 1138
Joined: Sat Nov 20, 2004 9:47 am

Post by Medricel »

Graf Zahl wrote:That code is not precise because it's missing all the code pointers that make the sequence so special.
What do the special Strife burn-death code pointers even do?
User avatar
Skippy
Posts: 695
Joined: Sun Nov 20, 2005 9:57 am
Location: Belfast, NI

Post by Skippy »

From the source code, it looks like A_ItBurnsItBurns keeps the player 'live' in the Death state (in Strife's case, so that they can jerk around a bit whilst screaming!) and A_CrispyPlayer actually kills them (ie lowers the weapon and viewpoint). Hmm...
User avatar
Nash
 
 
Posts: 17503
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Gruesome. :(
User avatar
Skippy
Posts: 695
Joined: Sun Nov 20, 2005 9:57 am
Location: Belfast, NI

Post by Skippy »

Indeed. But if these action functions enable us to create mroe interesting player deaths than simply sinking to the floor, then I'm prepared to stomach such things. :lol:
User avatar
Unknown_Assassin
Posts: 2468
Joined: Wed Apr 12, 2006 5:17 pm
Location: Where dead carcasses lie
Contact:

Post by Unknown_Assassin »

Nash wrote:Gruesome.
I think it is more of awesome instead of gruesome. :twisted:
CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Post by CaptainToenail »

Yah, I got it working, here's a sample of the code:
Spoiler:
I don't know whether I should add the burning state to the imps, because it might just not look right, and anyway, you would think they were fireproof since they hurl fireballs all over the place. :lol:
Locked

Return to “Editing (Archive)”