A_DualPainAttack

Moderator: GZDoom Developers

User avatar
justin024
Posts: 379
Joined: Sun Nov 14, 2004 1:29 am
Location: Illinois

A_DualPainAttack

Post by justin024 »

Big surprise that my mod will feature the d64 sprites. In order to accomidate the pain elemental shooting 2 lost souls I turned to A_CustomMissile. It works but there are lots of problems that A_PainAttack handles.

Problems decorate cannot seem to handle:
A. Sometimes Lost Souls spawn inside a wall or floor
B. Lost Souls are not limited to 20, although if you don't kill it before then you are probably screwed
C. Lost Souls spawn slightly behind the elemental :?
Last edited by justin024 on Wed Sep 28, 2005 2:14 pm, edited 2 times in total.
User avatar
Deathsong12
Posts: 1083
Joined: Sat May 07, 2005 1:29 pm
Location: On the hunt

Post by Deathsong12 »

If I am correct, we can already do this. Basing my speculations on the example decorate code packaged with .96x, I'd say that any actor with A_SkullAttack in it's frames can be spawned by A_PainAttack ("Actor"). I could be wrong.
User avatar
justin024
Posts: 379
Joined: Sun Nov 14, 2004 1:29 am
Location: Illinois

Post by justin024 »

I will look into this
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Deathsong12 wrote: I'd say that any actor with A_SkullAttack in it's frames can be spawned by A_PainAttack ("Actor"). I could be wrong.

The spawned actor doesn't even need A_SkullAttack. All you have to take care of that it doesn't do anything strange. I have already spawned monsters that do something else in their attack.
User avatar
justin024
Posts: 379
Joined: Sun Nov 14, 2004 1:29 am
Location: Illinois

Post by justin024 »

It works except for not being able to control spawning relative to the monster's facing angle which also interferes with spawning 2 souls at once. Looking at some of the stuff 96x can do in decorate (especially acs type pallette transitions) I may make my mod specifically for 96x, unless 2.1.0 supports these things.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

Randy has confirmed that the .96x stuff will be 2.1.0
User avatar
justin024
Posts: 379
Joined: Sun Nov 14, 2004 1:29 am
Location: Illinois

Post by justin024 »

EDIT: I have now added A_DualPainAttack to my build of v2.0.96x. It is also modifiable like A_PainAttack in 96x (ex: A_DualPainAttack("Cacodemon"))

Return to “Closed Feature Suggestions [GZDoom]”