First off, thanks for the reply, Akira_98.
Akira_98 wrote:I'm not sure it's spawning two Spiderbots, it's just that they don't go to their see state, even when there are enemies around. I think the issue is that you've set the 2nd, 3rd, and 4th arguments to integers, when they should be fixed point (0.0, 0.0, and 360.0). Without the point, it turns into a number that is far less than 1.
I was wondering why sometimes they wouldn't attack enemies even when they were right in front of their faces.
The only other problem is the offsets. The Spiderbot mabye 3 or 4 pixels lower in the ground than Stalkers, so a simple fix there.
That's probably because upon importing the graphics into SLADE 3.0, I thought you had to center the graphic, both in x
coordinates in the "crosshairs". Then I played the wad, and discovered that the new pickups looked frickin' tiny
I suppose it was less noticable with the Spiderbots.
When you fire a phosphorus grenade with the Assault Flamethower, it shows the firing state after firing the grenade, not during.
You forgot the changes to the grenade launcher altfire
Speaking of which, I looked into it, and it seems to me that the only way to get it just like Strife's would be using GetActorPitch
. I just have no idea how (if it's even possible, which I'm sure it is) to use it in Decorate. I'll keep experimenting though.
ACS, huh? I haven't touched that yet. Something else to learn.
I have a small suggestion for the Thrasher. Instead of firing a single torpedo, perhaps two smaller torpedoes? This will change the behavior a tad so it doesn't feel too much like a Mauler re-skin, and it fits well with the two barrel design of the gun.
I was actually thinking of doing that myself. What I had planned was two separate projectiles (each doing 1/2 the damage of a standard Torp), that wave in & out horizontally. There was a double barelled plasma rifle replacement I saw somewhere that did this; I thought the effect was pretty neat.
Anyways, I like where this mod is going. Can't wait to see the next update. Keep up the good work.
So, I was thinking last night about the "weapons not using Strife's accuracy" problem, and I *think *I may have found a solution: Have the beginning of the Fire state consist of a bunch of JumpIfInventory functions, each checking for the presence and count of the UpgradeAccuracy item, all ordered in reverse.
In other words:
Code: Select all
GUNX A 1 //Action functions on the first line aren't executed, right?//
GUNX A 1 A_JumpIfInventory("UpgradeAccuracy", 10, "FireTen")
" ", 9, "FireNine")
GUNX A 1 A_JumpIfInventory("UpgradeAccuracy", 1, "FireOne")
GUNX B 1 A_FireBullets(worst accuracy goes here)
GUNX B 1 A_FireBullets(best accuracy goes here)
GUNX B 1 A_FireBullets(slightly less accurate then FireTen)
Probably not the most elegant solution, but it does have an upshot: I can use it to give "upgrades" to weapons, without too much of an increase in code. For example, once you get at least five AccuracyUpgrades, I can make the FireFive states execute their frames in less tics, resulting in a faster fire rate. Or once you get ten upgrades, altfires get stronger as a result of calling an improved actor.
All I need to do is find out the max number of UpgradeAccuracy items (it's ten, right? the wiki doesn't say), then find out the minimum & maximum accuracy stats (which the wiki also doesn't say), then subtract one from the other, and divide the difference by 9 to discover how much each of the FireOne-Fire9 states should be increasing accuracy by.
There's one problem I forsee: I don't know if the custom maps like AWiS: Raiding the Dam use the "UpgradeAccuracy" items (haven't played far enough in them). If they don't, then that means players of custom maps aren't able to access the additional upgrades if I implement those.