Zippy wrote:An ammo-pool system is cakewalk with a simple mix of ACS and DECORATE.
(snip)
ACS is not needed to ensure proper reloading anymore- if the magazine ammo types contain +ignoreskill they will always work as intended.
Zippy wrote:An ammo-pool system is cakewalk with a simple mix of ACS and DECORATE.
(snip)
DoomRater wrote:ACS is not needed to ensure proper reloading anymore- if the magazine ammo types contain +ignoreskill they will always work as intended.
I'm well aware. I personally use ACS in a personal wad I have with a variety of weapons because it allows more flexibility for how I want things to reload.DoomRater wrote:ACS is not needed to ensure proper reloading anymore- if the magazine ammo types contain +ignoreskill they will always work as intended.
Enjay wrote:I just noticed this thread and would like to echo the sentiments already posted by most (all?) other people - this is fantastic news. CaH should have been a great mod and, although I enjoyed playing it, the issues you are addressing severely held it back. I'm really glad you are working on it and fixing the problems. I hope CaH will soon be the mod it always promised to be.
I'm trying to remember... there was something that bothered me about the sprites in CaH. Were some of them unfeasably large or something? They can be easily scaled down and kept hi-res if you think that might be suitable. Or maybe the sprites are meant to be large - IIRC it was in a "trippy" bit of the mod.
And, what's more, you've got a cool avatar.
"Damn fine coffee! And hot!"
Phobus wrote:It should deactivate itself... though that would then probably make it so that it couldn't reactivate itself - so I think you'd be better off having a looping A_JumpIfCloser part, which is it's closer goes to the snow-spawning bit, and if not just wait a few tics and goes back round the loop again.
DoomRater wrote:Here's how I'd make the snowflake spawner actors on the board: use the Nointeraction flag and have it spawn nointeraction snowflakes (that remove themselves after falling a certain distance) if the player is closer than a certain distance (I'd say anything just outside where the player can run to and see snow NOT falling). The nointeraction flag should ease much of the snow slowdown already, so you might not need to send snow based on where the player is, but basically it just skips the snow spawning section of the code if the player isn't close enough. No need for deactivation or reactivation that I can see.
DoomRater wrote:You can use thrustthing and thrustthingz on actors even when they have the nointeraction flag set, and even from within themselves! Those use the random() function just fine.
But if you already have ACS written and working, no sense in changing it all around just to please a DECORATE purist.
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