New features (last update 8.8.2005)
Moderator: GZDoom Developers
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Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
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Lemonzest
- Posts: 327
- Joined: Tue Oct 12, 2004 3:19 pm
- Location: On your boards, trolling your threads!!!
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Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
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Daniel
- Posts: 811
- Joined: Sun Jul 04, 2004 3:21 pm
I was doing some stuff with new weapons, and I realize that some kind of ammo can't be given in a cheat like IDKFA or GIVE ALL, or it will confuse the engine. Can you create a flag like +CHEATNOTAMMO, just like the available for weapons?
Btw Graf, you said that you already finished the codepointer A_ChangeRenderer. What is its name and its options?
Another question: how does A_CustomRailgun works?
Btw Graf, you said that you already finished the codepointer A_ChangeRenderer. What is its name and its options?
Another question: how does A_CustomRailgun works?
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Cutmanmike
- Posts: 11355
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- Operating System Version (Optional): Windows 10
- Location: United Kingdom
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Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
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Daniel
- Posts: 811
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SyntherAugustus
- Posts: 973
- Joined: Tue Jul 15, 2003 5:43 pm
is it possible to add A_CustomMissile capability to custom death sequences for the next build? (burn, xdeath, etc). right now I cant do this sort of thing.
Also, a +NOBLOOD flag for if for instance you're killing a robot.
Also, a +NOBLOOD flag for if for instance you're killing a robot.
Last edited by SyntherAugustus on Thu Jun 23, 2005 10:10 am, edited 1 time in total.
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Daniel
- Posts: 811
- Joined: Sun Jul 04, 2004 3:21 pm
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SyntherAugustus
- Posts: 973
- Joined: Tue Jul 15, 2003 5:43 pm
After further fooling around I discovered that something may be wrong with my code. I got it to work with another burn sequence.
Anyway what's wrong with this? (the idea is that the burn projectile hits the second one thus creating a custom explosion).
Code: Select all
ACTOR ZRailgunShot
{
+MISSILE
+NOGRAVITY
+DROPOFF
+ACTIVATEIMPACT
+ACTIVATEPCROSS
+NOTELEPORT
+NOBLOCKMAP
+FIREDAMAGE
Alpha 0.95
Damage 45
Speed 90
ExplosionDamage 32
ExplosionRadius 32
SeeSound "weapons/zrailfire"
DeathSound "weapons/zrailexplode"
States
{
Spawn:
WPLS ABCDEFGHIJKLMNPQRSTUV 1 BRIGHT A_CustomMissile("ZRailgunTrail",0,0,0)
Loop
Death:
WPXS A 1 BRIGHT
WPXS B 1 BRIGHT A_Explode
WPXS CDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
WPXZ ABC 1 BRIGHT
Stop
}
}
ACTOR ZRailgunShot2
{
+NOTARGET
+MISSILE
+SHOOTABLE
+NOTELEPORT
+NOGRAVITY
Alpha 0.95
Health 3
Damage 15
Speed 20
ExplosionDamage 16
ExplosionRadius 32
SeeSound "weapons/zrailfire"
DeathSound "weapons/zrailexplode"
States
{
Spawn:
WPLS ABCDEFGHIJKLMNPQRSTUV 1 BRIGHT
Loop
Death:
WPXS A 1 BRIGHT
WPXS B 1 BRIGHT
WPXS CDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
WPXZ ABC 1 BRIGHT
Stop
Burn:
WPXS A 1 A_FireCustomMissile("FiraComboSplode",0,0,0,0)
WPXS CDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
WPXZ ABC 1 BRIGHT
Stop
}
}
ACTOR FiraComboSplode
{
+NOGRAVITY
Damage 40
Speed 0
Scale 2
ExplosionDamage 350
ExplosionRadius 512
SeeSound "weapons/zrailfire"
DeathSound "weapons/zrailexplode"
States
{
Spawn:
WPXS A 1 BRIGHT
WPXS B 1 BRIGHT A_Explode
WPXS CDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
WPXZ ABC 1 BRIGHT
Stop
Death:
WPXS A 1 BRIGHT
WPXS B 1 BRIGHT A_Explode
WPXS CDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
WPXZ ABC 1 BRIGHT
Stop
}
}-
Daniel
- Posts: 811
- Joined: Sun Jul 04, 2004 3:21 pm
The error is that you used A_FireCustomMissile, that can be used only for WEAPON actors, instead of A_CustomMissile, used for any other actor. Also check the options (spawnheight, spawnoffset,etc), because the order of the numbers. I'll give you a hint:
A_CustomMissile ("missiletype", spawnheight, spawnofs_xy, angle)
A_FireCustomMissile(type, angle, useammo, xy-offset, spawnheight)
A_CustomMissile ("missiletype", spawnheight, spawnofs_xy, angle)
A_FireCustomMissile(type, angle, useammo, xy-offset, spawnheight)
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TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
Try:A_CustomMissile ("missiletype", spawnheight, spawnofs_xy, angle)
Code: Select all
A_CustomMissile ("missiletype", spawnheight, spawnofs_xy, angle,aimmode)
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Daniel
- Posts: 811
- Joined: Sun Jul 04, 2004 3:21 pm
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TheDarkArchon
- Posts: 7656
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- Location: Some cold place