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OK, this will be quite hard for me to explain but I really need it for future projects of mine: is there a way to get mouse aiming coords in order to "transfer" them for a somewhat functional compass? ATM, these will be the HUD graphics I'll use. Any aid will be extremely appreciated, I'm not a super-script master
Spoiler:
Only the NESW indicator external indicator will move together with player aiming directions.
I've been making a weapon that fires proximity mines that can also be remotely detonated. The gun fired a projectile that SXF_SETMASTER-spawned thus making the player the spawned actor's master) a friendly monster that sought potential targets. The master/child relationship stuff was used to handle the remotely-detonating mechanic side of things, as well as other stuff. This system never worked right in a variety of ways; namely, sometimes the mines would instantly detonate upon getting near a dead corpse, and the corpse would be credited with dealing the damage. Also the mine could give items to its master... but not take them.
So, I'm looking to simplify the system; making the projectile that is fired also the mine that detonates, and I'm wondering if A_RearrangePointers is the solution. Being a projectile, the firer is the target by default, and I need it to seek monsters instead. I haven't seen examples of A_RearrangePointers being used for something like this, or being used period outside of the wiki, and I'm not sure of what would be involved.
the best way is change what the weapon will shot when pointblanking like what i did to Shotgun in Hunter's Moon, trying a A_JumpIfCloser on monsters doesn't work properly on Zandronum and i personally think it's a bit more hacky than simply change the weapon behavior.
I've made sort of prox mine projectiles, which begin to hover in place after hitting the floor once, and wait for a monster to walk into them.
I don't know what approaches exactly you have tried so far, but have you thought of the prox mine (projectile) constantly checking the target (player) inventory for a detonation item, given with the alt-fire of a weapon, for example? Tip: you can use a dummy powerup inventory item to make use of the powerup.duration property; this way you don't have to take away the item manually.
lolwut? wrote:Is there a way to deactivate an actor right after spawning him with ACS scripts?
When spawning the actor, make sure to assign it a TID (the spawn functions/specials allow you to do that), then pass that TID to [wiki]Thing_Deactivate[/wiki].
lolwut? wrote:Is there a way to deactivate an actor right after spawning him with ACS scripts?
When spawning the actor, make sure to assign it a TID (the spawn functions/specials allow you to do that), then pass that TID to [wiki]Thing_Deactivate[/wiki].