New features (last update 8.8.2005)

Moderator: GZDoom Developers

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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Post by Graf Zahl »

Another small update: I just discovered that the action specials table for DECORATE didn't contain the new specials added for Strife. Here's a fixed version of the affected files. I also added a result check so that they affect the outcome of a PICKUP or USE state sequence.
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Lemonzest
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Post by Lemonzest »

has a new build gone up with the fixes graf made? latest is still 06/22/05 11:08:30
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Graf Zahl
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Post by Graf Zahl »

No, not yet.
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Grubber
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Post by Grubber »

Yes now ;).
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Daniel
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Post by Daniel »

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?
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Cutmanmike
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Post by Cutmanmike »

Small request for when you get bored: Allow the spray command to work with other players. Currently only the player who sprayed can see the decal.
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Graf Zahl
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Post by Graf Zahl »

Please restrict yourselves to requests that have some real use. If we put in all crap you imagine this build will forever remain unofficial.
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Daniel
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Post by Daniel »

I know, but +CHEATNOTAMMO could be very useful for me; if you use GIVE ALL on my mod, strange things will occur. I'll focus on basic needs here, to don't "overflow" the request stuff.

Btw, could you Grubber put in the first post some explaining about the new codepointers? It could help a lot :wink:
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SyntherAugustus
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Post by SyntherAugustus »

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.
Last edited by SyntherAugustus on Thu Jun 23, 2005 10:10 am, edited 1 time in total.
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Daniel
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Post by Daniel »

I think this is already possible, don't it?


EDIT: but I did some modifications in Zombie's XDEATH state, to make it drop a lot of blood drips. I also used A_ThrowGrenade too.
Last edited by Daniel on Thu Jun 23, 2005 10:15 am, edited 1 time in total.
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SyntherAugustus
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Post by SyntherAugustus »

After further fooling around I discovered that something may be wrong with my code. I got it to work with another burn sequence.

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
    }
}
Anyway what's wrong with this? (the idea is that the burn projectile hits the second one thus creating a custom explosion).
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Daniel
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Post by Daniel »

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)
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TheDarkArchon
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Post by TheDarkArchon »

A_CustomMissile ("missiletype", spawnheight, spawnofs_xy, angle)
Try:

Code: Select all

 
A_CustomMissile ("missiletype", spawnheight, spawnofs_xy, angle,aimmode)
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Daniel
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Post by Daniel »

What does Aimmode mean?

EDIT: Does A_FireCustomMissile also have this option?
Last edited by Daniel on Thu Jun 23, 2005 10:53 am, edited 1 time in total.
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TheDarkArchon
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Post by TheDarkArchon »

It's an integer which effects the way a projectile is aimed

0 == Normal
1 == Fires parallel to a missile flying straight forward 32 (see "Imp Warlord" in the MRW: It's 5 ball attack uses aimmode 1)
2 == No vertical autoaim (.96x only)

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