Terrain Splashes based on actor

Moderator: GZDoom Developers

Post Reply
User avatar
Major Cooke
Posts: 8209
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: GZBoomer Town
Contact:

Terrain Splashes based on actor

Post by Major Cooke »

A feature I've thought about is having an actor of a specific kind able to create a specific splash for terrain, that's for them only. Currently the only method to do this is via ACS, checking to see what terrain a particular actor is on and calling SetActorState on the spawned entity to perform the splash.

Code: Select all

SplashActor		<SplashCausingActor>	<SplashBaseSpecific>

//Or...

Splash		<SplashBaseSpecific>	<SplashCausingActor>
//No defined SplashCausingActor means it's the default for others, if the second one is used.
Or the ability to have the splash actor(s) spawned setting the splash causer as target, master or tracer will suffice, working with CheckClass() in DECORATE is suitable enough too.
User avatar
Shadow Hog
Posts: 173
Joined: Fri Aug 14, 2015 8:56 pm

Re: Terrain Splashes based on actor

Post by Shadow Hog »

Well, I can already see how something like this would be useful for footstep mods. Distinguishing between the footsteps of various characters (so a character wearing boots sounds different from one wearing high heels or something, and different still from one not wearing shoes at all); giving the "drop footstep actor onto ground" method access to different volumes (different footstep actors for each intended volume); even distinguishing the noises of footstep actors landing on the ground from their parent actors landing on the ground themselves, allowing for use of a distinct "player lands on the ground" noise (as TERRAIN is currently designed for).
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Terrain Splashes based on actor

Post by Gez »

Footsteps should be an engine feature instead of a splash hack, IMO.
User avatar
Nash
 
 
Posts: 17498
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Terrain Splashes based on actor

Post by Nash »

^ word, I'd rather see a dedicated A_Footstep(blah) or something.
User avatar
Major Cooke
Posts: 8209
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: GZBoomer Town
Contact:

Re: Terrain Splashes based on actor

Post by Major Cooke »

So, definition via TERRAIN with a list of splashes belonging to a certain actor, OR using SplashActor to describe what type of actor to spawn on certain terrain for the certain actor, and then:

A_StepSplash(x,y,ztolerance)
(ztolerance being how much lower the floor can be for it to allow spawning)

I'd call it A_StepSplash instead of A_FootStep.
Post Reply

Return to “Closed Feature Suggestions [GZDoom]”