Monster Routes: Path Node Z Coordinates

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Mr. Tee
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Monster Routes: Path Node Z Coordinates

Post by Mr. Tee »

I have an actor with the +FLOAT and +NOGRAVITY flags. When I set up a monster route using Thing_SetGoal, the monster does not move up to the z-coordinate of the path node, yet he still moves to the x,y coordinates. Is this supposed to happen? What flags should I be using for the actor?

One more thing. Does SpawnID or SpawnNum *have* to be a number? Or can you make them something like "T_IMP" and use this as the 'type' of actor to spawn in Thing_Spawn?

(Spawn and SpawnSpot, as I understand them, require the actor class string as the 'type'.)
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Xaser
 
 
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Post by Xaser »

I think the Pathnode has gravity applied to it. the monster DOES go to the z-coordinate, but since the pathnode falls and always ends up on the ground, that's where the baddie goes. :P

Also, the "T_IMP" and the other things are the thing's Identifier, which is different from the Spawn Number. AFAIK, You can't add this to any custom decorate objects or anything.
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Risen
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Post by Risen »

You most certainly can add SpawnIDs to DECORATE objects. It's only really necessary for projectiles, though. Check the Wiki.
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Kate
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Post by Kate »

Xaser wrote:Also, the "T_IMP" and the other things are the thing's Identifier, which is different from the Spawn Number. AFAIK, You can't add this to any custom decorate objects or anything.
Wow, xaser, you could not be any more wrong there. If you want to use a name, just add a #define at the top of the script linking the name to the number, then refer to the name where you would normally use the number, like this:

Code: Select all

#include "zcommon.acs"

#define T_PIECEOFSHIT 250

script 1 (void)
{
        Thing_Spawn(1, T_PIECEOFSHIT, 0, 0);
        Print(s:"Holy pieces of Shit!");
}
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HotWax
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Post by HotWax »

Ummm... Yeah, but you still can't put T_IMP in a DECORATE lump because it's not parsed through ACS.
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Xaser
 
 
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Post by Xaser »

Destroyer wrote:
Xaser wrote:Also, the "T_IMP" and the other things are the thing's Identifier, which is different from the Spawn Number. AFAIK, You can't add this to any custom decorate objects or anything.
Wow, xaser, you could not be any more wrong there. If you want to use a name, just add a #define at the top of the script linking the name to the number, then refer to the name where you would normally use the number, like this:

Code: Select all

#include "zcommon.acs"

#define T_PIECEOFSHIT 250

script 1 (void)
{
        Thing_Spawn(1, T_PIECEOFSHIT, 0, 0);
        Print(s:"Holy pieces of Shit!");
}
I wrote:AFAIK
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Mr. Tee
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Post by Mr. Tee »

Thanks guys!

So you can't *technically* write SpawnNum = T_SUMTHING in the DECORATE Lump, but there are ways around this in ACS using #define... cool! Good enough!


[off topic]
On a seperate note (because I don't want to bother people with a whole new thread), how come Thing_Projectile2 is not anywhere in DOOMBUILDER?

I need to remove a projectile with the HexenBounce flag in flight (because it doesn't seem to want to die, it just bounces everywhere).

I tried using a LineDef with the actions Thing_Remove(0) and Thing_Destroy(0) with "Projectile Flies Over" (the projectile has the ACTIVATEPCROSS flag). This did not work. Hence I think I need to give the projectile a TID to be able to remove it inflight...

EDIT: I figured it out! I just placed a dormant dummy monster (whom I'll make invisible) in the path of the projectile and as soon as it hits it, it disappears! I'll have some screenies of sun sets and sun rises soon! :D
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