Mon Oct 30, 2017 12:16 pm
Changing the height of an actor in ZScript only affect actor-to-actor collisions, correct?
If so, does that mean I have to morph an actor into another actor to change the height of collision with level architecture?
Is it possible to detect multiple simultaneous key-presses inside of InputProcess?
Also is it possible to register an EventHandler while the game is running? I recall seeing ZZYZX mention this, but I can't seem to figure it out.
Any help would be appreciated
EDIT: Also, is it not possible to put a constant array in a struct?
EDIT 5: Can I access a variable in an EventHandler from my StatusBar?
Please let me know if I'm not supposed to do ^
Mon Oct 30, 2017 12:50 pm
You can detect simulataneous key pressed with an EventHandler by keeping track of the keys you need to track as booleans (or a bitfield, if you have a very large amount of them), and testing if both of the booleans are true. The event handler should simply set and unset the booleans. You need to do this since an event handler doesn't give you which keys are pressed currently, only that they've been pressed or released.
Mon Oct 30, 2017 1:36 pm
Hmm, I see. However, I still fail to understand what the actual applications of this would be. Predicable randomness seems to be missing the point.
Tue Oct 31, 2017 5:10 am
How make monster dont shoot if between monster and his target stand some actor? Like, chaingunner dont shooting if between him and player walk another former human.
Tue Oct 31, 2017 6:43 am
It looks like you want A_CheckLOF
Tue Oct 31, 2017 7:29 am
And if i want actor thet prevent shooting, if it block line of sight of any monster?
Like, i want to smoke grenade. And i want to make it into PWAD to play with guncaster/high noon driver/demonsteel/etc. or custom monsters pack. And I too lazy and stupid to edit every actor, that potentialy can shoot me, with a_checkLOF.
Wed Nov 01, 2017 4:34 am
What's the cleanest way to send out a hitscan from a position in 3d space? Spawning an actor to send out the hitscan seems to work nicely, but I can't figure out how to make it transfer the target to the actor that is "supposed" to have sent out the hitscan.
Wed Nov 01, 2017 10:39 am
Isn't P_AimLineAttack() and/or related stuff exposed?
Wed Nov 01, 2017 2:23 pm
In definition of CanCollideWith write (Actor other, bool passive)
So if I wish make "false" to all projectile and hitscan in game, it means that must write check for all projectile/hitscan by name? Llike
class some_thing: actor
override bool CanCollideWith (Actor other, bool passive)
and so on
Wed Nov 01, 2017 10:06 pm
Of course if there's an entirely reasonable chance of projectiles not using the +Missile flag. Also I'm not sure how to access flags so I just guessed.
For hitscans IDK.
Thu Nov 02, 2017 8:24 am
Yes, it can look at the flag of collide actor.
About hitscan...Im just add to actor spectral flag and add check dont collide with projectile with spectral flag.
Thu Nov 02, 2017 1:47 pm
SpecialMissileHit used as ripper expansion?
Thu Nov 02, 2017 7:27 pm
Apeirogon wrote:SpecialMissileHit used as ripper expansion?
Umm, excuse me?
Fri Nov 03, 2017 4:38 am
int SpecialMissileHit (Actor victim)
Called when a missile impacts an actor. Returning 1 tells the missile to keep going instead of exploding, while -1 signifies the missile to die.
When return 1 it means "pierce/fly through actor"?
Fri Nov 03, 2017 9:09 am
Apeirogon wrote:When return 1 it means "pierce/fly through actor"?
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