New actor property: BloodSprite

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Cutmanmike
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Post by Cutmanmike »

Graf Zahl wrote:Here's some advice: Use models where it makes sense. This doesn't.
SlayeR wrote:Yeah I don't see the point in a bloodsplat model
Nash wrote:*insert PWNAGE here*
Oh my that's funny. Awesome idea too nash!
Grubber wrote:Adding future features into the wiki is nonsense. They can be changed and the info only confuse people.
What page is this? I'd like to make a template to warn people which could be used for many other things.
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Tormentor667
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Post by Tormentor667 »

This is indeed a very clever trick :) Awesome!
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Nash
 
 
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Post by Nash »

Updated my post with a flag proposal to go along with the property, if it gets added.
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Graf Zahl
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Post by Graf Zahl »

Added. There are 3 actors that can be replaced: Blood, BloodSplatter and AxeBlood. There is one new property:

Code: Select all

BloodType replaceBlood [, replaceBloodSplatter [, replaceAxeBlood]]
If only one type is specified it will be used for all 3 blood actors.
A DONTTRANSLATE flag has been added, too.
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HotWax
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Post by HotWax »

What about a PuffType property?
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Graf Zahl
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Post by Graf Zahl »

Nearly all functions that can spawn puffs already have such a parameter. Puffs depend on the weapon being used, not the object being hit.
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Anakin S.
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Post by Anakin S. »

But the railgun still uses the default bullet puff when it hits a noblood actor, right? Can that be set too?

So do you use the property by typing this?

Code: Select all

BloodType replaceBloodSplatter "NewBloodSplatter"
@HotWax: Do you mean something like having different hitting sounds for different armor materials, as in Hexen 2 and Warcraft 3?
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Graf Zahl
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Post by Graf Zahl »

Thanks for pointing that out. I added a puff parameter to A_RailAttack and A_CustomRailgun.
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Nash
 
 
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Post by Nash »

Thank you so much, Graf. I was beginning to think this wasn't going to be considered.

EDIT:

Would this be correct?

Code: Select all


actor FlameDemon : Demon
{
BloodType replacesBlood "FlameChunk"
}

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Graf Zahl
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Post by Graf Zahl »

Nash wrote:Thank you so much, Graf. I was beginning to think this wasn't going to be considered.

EDIT:

Would this be correct?

Code: Select all


actor FlameDemon : Demon
{
BloodType replacesBlood "FlameChunk"
}

No. replacesBlood is not a keyword, it's just a placeholder.

Code: Select all

actor FlameDemon : Demon
{
BloodType "FlameChunk"
}
would be correct.
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HotWax
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Post by HotWax »

Question on DONTTRANSLATE:

Is this a flag added for this particular property? i.e. would this work:

BloodType "FlameChunk" "FlameSplatter" DONTTRANSLATE

Or is this a separate flag that goes on its own line? If so, what does it affect?
Cutmanmike wrote:What page is this? I'd like to make a template to warn people which could be used for many other things.
You can start here. :)
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Graf Zahl
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Post by Graf Zahl »

It's a real flag that has to be used like all other flags. A_SpawnItem will also not transfer a translation if it is set.
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Nash
 
 
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Post by Nash »

I imagine +DONTTRANSLATE would go to the custom blood actor.

A useful example would be to make a FlameDemon that bleeds yellow without the game engine affecting the flame chunks' translation.
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Graf Zahl
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Post by Graf Zahl »

The default is not to translate the blood anyway. You only need this flag if you are doing something special with the blood that might get affected by translations. This is more likely when replacing Blood globally. As long as you control everything you won't need this flag.
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HotWax
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Post by HotWax »

OK, hopefully I understood that. Please verify that the description on this page is correct:

http://www.zdoom.org/wiki/index.php?tit ... _.26_Sound

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