floatbob

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skadoomer
Posts: 1026
Joined: Fri Sep 05, 2003 12:49 pm

floatbob

Post by skadoomer »

Has anyone else hit problems when using the floatbob flag mixed in with other elements of monsters? I can't seem to have monsters with this flag obtain damage or become dormant and follow monster paths. its a shame too becasue having a monster that "bobs" gives a nice effect to airborne creatures. I've checked the code surronding this effect as well as tested with other engines such as vavoom and the same thing happens. It dosn't seem like a bug as much as an element that was never intended to be used in a monster setting. Is there a way to fix it without breaking anything else in the code structure?
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HotWax
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Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

When you set the floatbob flag, do you also remember to set the other properties that you're inherently removing by doing so?

In other words, instead of this:

bits = FLOATBOB

have you tried this?

bits = FLOATBOB | CANSHOOT | SOLID | COUNTSKILL
skadoomer
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Joined: Fri Sep 05, 2003 12:49 pm

Post by skadoomer »

yep, all the bit flags are set, well, more like
bits = 658923 | Floatbob
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LilWhiteMouse
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Re: floatbob

Post by LilWhiteMouse »

skadoomer wrote:Has anyone else hit problems when using the floatbob flag mixed in with other elements of monsters?
I've used it quite a bit, haven't had any problems on my end.
skadoomer
Posts: 1026
Joined: Fri Sep 05, 2003 12:49 pm

Post by skadoomer »

hmmm, maybe its just the contex of which i'm trying to use it, i've created several monsters an i'm trying to have them follow a monster path, except when i add the floatbob flag in they seem to not want to sty dormant...
Cyb
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Joined: Tue Jul 15, 2003 5:12 pm

Post by Cyb »

are they following monster paths or interpolation points? if they're following monster paths then they can't be dormant because they need to actually walk (or float) over the path... only for interpolation points (done with actor_mover) do they need to be dormant, and the engine will auto-set them to dormant for you
skadoomer
Posts: 1026
Joined: Fri Sep 05, 2003 12:49 pm

Post by skadoomer »

ah, found the problem. Actor mover does the job perfectly instead of trying to deactivate the thing and have it follow a monster path. As for using the floatbob flag with actors, it works, i just was using zdoom 1.22 instead of the 2X betas. Thanks all
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