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Some obituaries don't work quite as intended

Posted: Thu Nov 02, 2006 6:44 pm
by Anakin S.
When I have a decorate monster shooting a fireball that has fire damage and a radius explosion, it only displays "player melted" in the obituary rather than the obituary I set for the monster.

Also, when I have a decorate monster have a suicide attack where it charges up to the player and explodes and dies, it says "player killed himself" rather than the obituary I made for the monster.

In both cases, shouldn't the obituary set for the monster itself have priority over generic flame and explosion damage obituaries?

Posted: Thu Nov 02, 2006 6:54 pm
by Electronic Samurai
Yeah, I've noticed this myself.

Posted: Fri Nov 03, 2006 12:48 am
by Anakin S.
Another bug related to a different aspect of decorate is that when I made an actor use a chainsaw-like melee attack using A_JumpIfCloser where it continues sawing if close enough to the target and then stops if further away, it doesn't stop sawing when the target is dead.

Posted: Fri Nov 03, 2006 1:04 am
by Graf Zahl
The obituary bug has been fixed for the next version. For your second one, please post the DECORATE code.

Posted: Fri Nov 03, 2006 1:39 am
by Anakin S.
Thanks, Graf. Here's the melee attack for the actor.

Code: Select all

	Melee:
		BRNA ABC 4 A_FaceTarget
		BRNA D 0 A_PlaySound("skeleton/swing")
		BRNA DE 4 A_FaceTarget
		BRNA F 4 A_MeleeAttack
		BRNA GH 4
		BRNA H 0 A_JumpIfCloser(80, 6) // continue firing like chainsaw
		BRNA EDCBA 4
		Goto See

		BRNA F 0
		Goto Melee+5

Posted: Fri Nov 03, 2006 2:53 am
by Graf Zahl
It's not surprising that hat doesn't work. You have to give the actor a chance to reacquire a new target. You have to put A_CPosRefire or A_SpidRefire into the looping state to end the attack.

Posted: Fri Nov 03, 2006 1:11 pm
by Anakin S.
Thanks. It works now, but is there any way to ensure that it plays its wind down animation after killing the target? Technically the title of the thread should say [Fixed] and [Not a bug].

Posted: Wed Nov 08, 2006 10:09 am
by Anakin S.
Is there a way to have it play its wind down animation after killing the target? Using A_CposReFire or A_SpidReFire in the middle of the loop simply aborts the sequence right in the middle without doing the wind down animation I have there. How do I get it to stop sawing when the enemy is dead and put his chainsaw away before chasing you again rather than having the chainsaw simply disappear?

Posted: Wed Nov 08, 2006 10:46 am
by Graf Zahl
Right now: Not at all.

Posted: Wed Nov 08, 2006 11:15 am
by Risen
Put it away at the beginning of the walk sequence? Though that would probably make things look funny in a number of other situations.

Posted: Wed Nov 08, 2006 11:29 am
by Graf Zahl
I'd say a new A_CheckRefire(label) code pointer is the best solution. Now that custom state labels are available it will make even more sense.

Posted: Thu Nov 09, 2006 3:28 am
by TheDarkArchon
Graf Zahl wrote:Right now: Not at all.
Not true. The "ZDoom Advanced" mod's chaingunners work in a manner that does this: An inventory item is give when the chaingunner starts firing and when the see state checks for this, jumping to the cooldown sequence if it's there (During which said item is removed)

Posted: Thu Nov 09, 2006 4:13 am
by Graf Zahl
That's a hack, not a solution.

Posted: Fri Nov 10, 2006 5:54 am
by Cutmanmike
For the first one, is this the same as Archviles giving you the melted message? That's been in there for AGES and I didn't think it was going to get fixed.

Posted: Fri Nov 10, 2006 3:24 pm
by Anakin S.
@Cutman: probably.

@Graf: Thank you for making that new code pointer.