A Christmas present for ZDoom

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Anakin S.
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Post by Anakin S. »

HotWax wrote:Perhaps this calls for an entirely new special, since it seems alot of people are running into this problem with A_CustomMissile. Perhaps A_MissileNoTarget("missiletype", spawnheight, spawnofs_xy, angle_horz, angle_vert), and maybe even a A_MissileAimRandom("missiletype", spawnheight, spawofs_xy) which would pick random values for the last two parameters?
Chilvence wrote:Ah, I see, you want to make a ring of ice projectiles. If you can squeeze an extra parameter into A_CustomMissile, then why not have an "ignore target" switch on the end? Or does decorate have to specify exactly the right amount of parameters?
and also http://forum.zdoom.org/viewtopic.php?t=1922

Graf, would you please implement something like this so that whenever we make rings of projectiles, they would remain horizontal and would not try to aim at the player? (perhaps also having the option to aim up or down at an actor that happens to be directly in front of it like the mauler torpedo). We would greatly appreciate it.
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Finalizer
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Post by Finalizer »

deathz0r wrote:
Finalizer wrote:Well, that, and I believe there was a problem with the ammo since it wasn't defined (I think that was the problem... I never actually ran that test file, and have yet to start making ammo-using weapons for my own project). Simply change the ammo type in Graf's example to something already defined ("Clip"), and I don't think there's any reason why it wouldn't work.
They are already defined as existing ammo types, I just only put in all the extremely relevant information.
Actually, I was referring to YNI's post about the decorate weapon example that Graf made not working. One would have to define the ammo that it uses (Since it's not already defined), or change it to an ammo that already exists.

As for your problem, I honestly haven't a clue. I've been making some weapons, and none of those problems have occured for me... Yet. I haven't actually tested each individual pickup, so I'll get back to you on that one.

Anywho, one question: I remember hearing about some sort of alternate fire function, but I don't know how it works. I know about powered up weapons (Heretic weapons), and about being able to switch between different weapons, but is there a way to edit the config file to give the player an alternate fire ability, and if so, what is it?

Thanks in advance.
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Graf Zahl
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Post by Graf Zahl »

Although ZDoom's weapon class does support a secondary firing mode there are currently no means to trigger it. The states had to be defined now because they lie between the regular ones.
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Finalizer
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Post by Finalizer »

Hotcha. So for now, I can define it, but can't actually use it yet...
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Chilvence
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Post by Chilvence »

Hmm, secondary fire...

I could bump up the number of unique attack modes in my mod to 84!
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Your Name Is
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Post by Your Name Is »

Well, if somebody could get me a good example of secondary file (fooey to it not being implemented), all the better........................... Muwaha!
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Finalizer
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Post by Finalizer »

*Smacks YNI for not looking at the source code document included with deathzor's updated ZDoom EXE* It's all there, just not all usable yet!
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Anakin S.
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Post by Anakin S. »

Graf, when using A_CustomPunch, how do we set the punching sound? Is it part of the puff? If so, could we also set the hitting actor, hitting actor with NOBLOOD, and hitting wall sounds for any puff actor?

It seems that we can only define the animations for hitting NOBLOOD actors and hitting walls while the animation for hitting fleshy actors is invisible and spawns blood. I think that when bullets hit fleshy targets, it would be useful to also be able to define the animation, rather than just having it disappear and draw blood in its place (It can draw blood too). Is this possible? Then we could emulate the Timon's Axe, where there's a big blood splat instead of the normal blood sprite.

And for secondary attacks, maybe we could just do it the strife way for now until you implement secondary attacks, which would be to bind 2 weapons to the same key slot, allowing the player to cycle between them.
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Graf Zahl
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Post by Graf Zahl »

A_CustomPunch uses the weapon's AttackSound.
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Graf Zahl
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Post by Graf Zahl »

Anakin S. wrote: It seems that we can only define the animations for hitting NOBLOOD actors and hitting walls while the animation for hitting fleshy actors is invisible and spawns blood. I think that when bullets hit fleshy targets, it would be useful to also be able to define the animation, rather than just having it disappear and draw blood in its place (It can draw blood too). Is this possible? Then we could emulate the Timon's Axe, where there's a big blood splat instead of the normal blood sprite.

If you want the puff to appear on bleeding actors you have to use the PUFFONACTORS flag. Otherwise the enging spawns only blood.
As for the Axe, that is a special flag called AXEBLOOD. The current code uses the flag only in Hexen. If you want to use it in Doom as well you have to recompile the source with this fix:

http://forum.zdoom.org/viewtopic.php?t=4693
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Anakin S.
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Post by Anakin S. »

Thanks for the info. Is there any way to have multiple punching sounds for a weapon? I'm thinking of making the fist have a different punching sound when the player has berserk.

Is it also possible to make another punch function based on the melee code pointers of hexen melee weapons? These weapons have longer range and can hit an enemy anywhere on the screen, whereas doom melee weapons can only hit enemies in the center of the screen.

So with AXEBLOOD, would it be possible to define the frames for the blood animation or can we only use hexen's?

Could I please ask you to make it possible, most likely through a new function, for projectiles to be spawned at set horizontal and vertical angles without aiming at targets? It's annoying that the fragments spawned from a projectile keep rising up or moving down to aim at the player who fired them and I think having this option would solve our problems.
Last edited by Anakin S. on Fri Jan 21, 2005 1:04 am, edited 1 time in total.
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chronoteeth
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Post by chronoteeth »

Custom weapons! Wunderbah! No longer will we have to replace the original weapons for weapon mods, nor use any other coding from the other doom engine games!

But it's still a beta...
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Post by wildweasel »

chronoteeth wrote:Custom weapons! Wunderbah! No longer will we have to replace the original weapons for weapon mods, nor use any other coding from the other doom engine games!

But it's still a beta...
Actually, it's not designed for use with weapon mods - we already discussed that earlier in the thread. You're free to hack something together that works with it, but Graf says this is for maps only (so I understand).
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Finalizer
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Post by Finalizer »

The way I see it, you could make a weapons mod completely with decorate (Although dehacked would help for things without doomednums) by simply making items with the doomednums of the old doom weapons. Of course, this still kinda limits you on the number of weapons that could be featured (Unless you change it so that ammo clips and stuff are now simply weapons...), but you could do much more with the weapons than in dehacked.

As for Anakin, I think the "aimparallel" thing is what you're looking for... (See Thingdef.doc, I think it's what you're looking for...)

*Shrugs*
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Your Name Is
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Post by Your Name Is »

I have no clue whatsoever. All that stuff, like how do I select the weapon? What does "selectionorder.700" mean? I might have mispelled it.
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