I don't mean to sound annoying or anything but I was wondering what you think about this little feature. Any particular reason this isn't implemented yet?
I mean, I'll understand if it's because I'm still a programming n00b and basically a nobody when it comes to ZDoom development or anything but I thought it was a simple yet useful change that would take a couple of seconds at most to implement.
I'm already using it a lot for special effects in my WADs but I don't really like the fact that I have to stick to a custom EXE for this. I'm sure other modders will find it useful too at one point or another.
After reviewing the initial feature suggestion, I have concluded that the only practical function that needs a translation transfer parameter is A_CustomMissile. So it's pretty much done.
Or maybe you have other plans on how to go about this? A_SpawnItem with an initial horizontal speed? Ability to use an expression for the actor's starting spawn angle? If those two will be implemented, then I guess this modification can be scrapped then.
If you are going to spawn your custom gore sprites using A_CustomMissile, then yes.
Officially, A_SpawnItem and A_SpawnDebris has a translation parameter, but I wanted the blood sprites to fly out. A_SpawnDebris could have been the solution but I wasn't quite happy with the A_SpawnDebris' movement code.
I thought A_CustomMissile would be better since you can put expressions into it and stuff.
It was a simple change to add a translation parameter to A_CustomMissile.
Both position and speed can be expressed relative to the spawned actor's angle or in global map units.
High flexibility requires a lot of information. You can see what the flags mean by looking at the source. This will be documented when it's officially released.
Coordinates are always offsets from the spawning actor. There are 2 modes for both speed and position: relative and absolute.
Relative means that the spawn position and movement direction depends on the spawned actor's angle.
Absolute means the values are differences in absolute map coordinates (e.g. a positive x-value always means 'east'.)