Impings - Lemmings in Doom! (Updated first post)

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Cutmanmike
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Re: Impings - Lemmings in Doom! (kinda)

Post by Cutmanmike »

It's not even bare-bones worthy yet so don't even think about beta testing!
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FuzzballFox
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Re: Impings - Lemmings in Doom! (kinda)

Post by FuzzballFox »

Well gimme a shout when there is something! D:
I'll be watching you in your sleep...*shot*
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Cutmanmike
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Re: Impings - Lemmings in Doom! (kinda)

Post by Cutmanmike »

.....SHEESH has anyone ever written something, left it for a while, come back and had NO idea how the hell the code was doing what it was?! :shock:
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Ghastly
... in rememberance ...
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Re: Impings - Lemmings in Doom! (kinda)

Post by Ghastly »

When I stopped for a day or two from working on my 3rd-place-winning-in-a-contest Starcraft Brood War map 'Dragon Tamers' (Player vs Player, pokemon-ish battle system that was barely held together), I thought it would never work, when I came back to it, lol.
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Zippy
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Re: Impings - Lemmings in Doom! (kinda)

Post by Zippy »

Cutmanmike wrote:.....SHEESH has anyone ever written something, left it for a while, come back and had NO idea how the hell the code was doing what it was?! :shock:
Welcome to programming. Being able to work with code that you have no idea how it works is an essential skill.

Also, this is where the //'s and /* */'s come in to play. Woe to you for shoddy coding practices.
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Cutmanmike
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Re: Impings - Lemmings in Doom! (kinda)

Post by Cutmanmike »

I usually do but I was at a state of no hope for Impings.
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Phobus
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Re: Impings - Lemmings in Doom! (kinda)

Post by Phobus »

If it works, leave it and hope you don't need to edit it at all ;)
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Cutmanmike
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Re: Impings - Lemmings in Doom! (kinda)

Post by Cutmanmike »

Well that's the thing, it works to an extent that I need to modify it to make it work properly :P
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Phobus
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Re: Impings - Lemmings in Doom! (kinda)

Post by Phobus »

In which case: Good luck!

That is the main downside of complicated code, you mneed to comment extensively to make it useful later in life... something I rarely do. I just do a summary on the right of the script # (void) part as a comment.
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Cutmanmike
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Re: Impings - Lemmings in Doom! (kinda)

Post by Cutmanmike »

In my case you mean actor imping // comment. I've only used ACS for spawning and counting them (thus far).
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Wills
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Re: Impings - Lemmings in Doom! (kinda)

Post by Wills »

Comments are absolutely essential. I like to put silly, stream-of-consciousness comments sprinkled throughout my code, not only to be a little easter egg for anyone going through my scripts but also to remind me what the script is doing. It doesn't always turn out well though...

Code: Select all

(really complicated script) //Son, I'm making... TOAST.
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Cutmanmike
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Re: Impings - Lemmings in Doom! (kinda)

Post by Cutmanmike »

http://forum.zdoom.org/viewtopic.php?f= ... &sk=t&sd=a

^ If this doesn't get added, consider this project DOOOOOOOOOOMED (or delayed until I can think of a SUPER DUPER work around)
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XutaWoo
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Re: Impings - Lemmings in Doom! (kinda)

Post by XutaWoo »

Rails DO puff IIRC, although the puffs aren't visible in most cases, like when they touch an actor. I think they are visible when they touch walls, though.
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Cutmanmike
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Re: Impings - Lemmings in Doom! (kinda)

Post by Cutmanmike »

A_RailAttack seems the only way to specify a custom puff..... and it's for weapons only.
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HotWax
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Re: Impings - Lemmings in Doom! (kinda)

Post by HotWax »

Out of curiosity, why do you need the railgun to do whatever you're trying to do? Couldn't you use a super-fast projectile or hitscan instead?
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