im goin to attempt to make the z saber.problem is, im loaded with homework and im lazy sometimes.can someone give me a website to find the z-saber in 8-bit?http://www.sprites-inc.co.uk/files/X/Zello/Xtreme/ (http://www.sprites-inc.co.uk/files/X/Zello/Xtreme/)
How do I make a Weapon charge up? I'm currently working on a class. Samus Aran.There are two ways to do this. One is the Mega Buster/Proto Buster style, the other is a custom, two "hold" style. For either, check these:
How could I make a weapon fly in an arc? I'm (thinking) about doing the Tornado Hold.Make a normal projectile and add the flag "-NOGRAVITY" to make it be affected by the gravity pull. Then add a behavior like that of the Flame Blast (except it will spawn a fan instead of a flame tower)
Quote from: "omegazerox12"im goin to attempt to make the z saber.problem is, im loaded with homework and im lazy sometimes.can someone give me a website to find the z-saber in 8-bit?http://www.sprites-inc.co.uk/files/X/Zello/Xtreme/ (http://www.sprites-inc.co.uk/files/X/Zello/Xtreme/)
You mean the rotation, eh? I know many who are capable. Tomorrow I can do for you, if you can find none.Quote from: "tsukiyomaru0"Quote from: "omegazerox12"im goin to attempt to make the z saber.problem is, im loaded with homework and im lazy sometimes.can someone give me a website to find the z-saber in 8-bit?http://www.sprites-inc.co.uk/files/X/Zello/Xtreme/ (http://www.sprites-inc.co.uk/files/X/Zello/Xtreme/)
i meant in like mm8bdm form, or unless someone would like to do that part for me. :/
I suppose I'll ask here the question from my dead thread.Test if the monster combo allows the object to pass through it or not (but keep "projectile" out of it)
How to make projectiles blocked by linedefs that are only set to block players?
And does anyone know how to get global variables to function globally?
I want to make a weapon that stops you from moving whenever you charge up. It works like proto buster does and I want it to stop the player whenever from moving and jumping when charging up. (Turning is still possible)Repeated A_Stop calls or a certain "changeplayerproperty" or something.
ACS_Execute(978,0)
(this code force bots to use megabuster)How do I make it so that the weapon can only be used in mid-air? The weapon I'm making is like an air dash and I don't want people using it on the ground
Thank you! That certainly seems to be working. But there's 2 more things. One I can get from looking at another weapon so I wont ask that. But the other one is how would I make the player keep the same Z height for a certain amount of time? Would it be some sort of inventory item? (Is it possible?)
Fire:
GUTS B 0 A_JumpIfNoAmmo("NoAmmo")
GUTS B 1
Goto Hold
Hold:
GUTS B 0 A_JumpIfNoAmmo("NoAmmo")
GUTS B 0 A_JumpIfInventory("BustCharge",12,"Hold2")
GUTS B 2 A_GiveInventory("BustCharge",1)
GUTS B 0 ACS_ExecuteAlways(994,0)
GUTS B 0 A_Refire
Goto Fire1
Hold2:
GUTS B 0 A_StopSoundEx ("Weapon")
GUTS B 0 A_PlaySoundEx("weapon/bncharge1", "Weapon")
GUTS B 0 A_JumpIfInventory("BustCharge",32,"Hold3")
GUTS B 1 ACS_ExecuteAlways(991,0,404)
GUTS B 0 ACS_ExecuteAlways(991,0,403)
GUTS B 2 A_GiveInventory("BustCharge",1)
GUTS B 0 A_Refire
Goto Fire2
How do I make it so a projectile doesn't activate it's death animation unless it hits another player or actor?In the "spawn" part (or whatever it's called), if you want it to keep playing the animation then add "loop" at the end of it. Example would be:
Spawn:
M712 AB 3
loop
Something like that.actor BubblerAttack
{
obituary "????? it's a secret! Can't reveal it yet."
-SOLID
PROJECTILE
-NOGRAVITY
Damage (15)
Height 16
Radius 20
Scale 2.5
gravity 1.0
speed 15
States
{
Spawn:
BUBB A 4
BUBB A 0 A_GiveInventory("Clip",1)
BUBB BCB 4
loop
Death:
TNT1 A 0 A_JumpIfInventory("Clip",1,"Continue")
TNT1 A 1
stop
Continue:
TNT1 A 0 A_CustomMissile("BubblerAttack",0,0,0,2,0)
TNT1 A 1
stop
}
}
Crash:
TNT1 A 1
Stop
Alright, new question.
Suppose I put actual sprites in Crash instead of a transparent one. Would these sprites "play" when the Bubbler hits a player? I'm asking because I want the "foam" from the Bubbler to only play when it hits a player..
Crash is what happens when it hits a floor if I remember correctly.
How would I make a weapon's attack proportional to the user's HP? As in, I want to make an attack become stronger (or weaker) with a DIRECT ratio to the attacker's health. This means for every 1 HP I lose, my attack will become 1 point stronger/weaker.
I can't make rockcube an item. How do I make it an item? Woof! more MMBN STUFF!Did this just get ignored?
I want to make a projectile change directions and start to fly backwards like Shadow Blade, but there's a catch: I want the direction change to be "gradual". This means I want the projectile to slowly come to a halt, then slowly speed up in the opposite direction. I don't want the projectile to just "jump" and start instantly moving backwards like Shadow Blade.Thanks for passing by me, bro
Any ideas on how to do this? :?
Wait a minute, didn't yo-yo just go 3 forward, stop, and come back at the same speed...Nope. It started off fast, but when the Yo-Yo approached the third panel it slows down instead of suddenly stopping.
Nope, it can still damage them, even when I set the height and radius to 0. The damage it does is usually around 40 for some reason. Does it have anything to do with that MageStaff tracking?
actor BigMeteor
{
PROJECTILE
+RIPPER
Scale 20
Radius 16
Height 16
States
{
Spawn:
METE B 0 A_Explode(100, 300, 0)
METE B 1
loop
Death:
METE B 0 A_Stop
METE B 0 A_Quake(7,10,0,1000,"misc/hugequake")
METE B 0 A_SpawnItemEx("BigMeteorSet",0,0,0,0,0)
stop
}
}
I am obviously doing something wrong, somewhere.
actor BigMeteor
{
PROJECTILE
+RIPPER
Scale 20
Radius 16
Height 16
States
{
Spawn:
METE B 0 A_Explode(100, 300, 0)
METE B 1
loop
Death:
METE B 0 A_Stop
METE B 0 ACS_Execute(1,0,0)
METE B 0 A_PlaySoundEx("misc/hugequake","Voice")
METE B 0 A_SpawnItemEx("BigMeteorSet",0,0,0,0,0)
stop
}
}
#include "zcommon.acs"
Script 1 OPEN
{
Radius_Quake(7,100,0,1000,2);
}
The "tid" marks a Map Spot placed at the center of the map.actor BigMeteor
{
PROJECTILE
+RIPPER
Scale 20
Radius 16
Height 16
States
{
Spawn:
METE B 0 A_Explode(100, 300, 0)
METE B 1
loop
Death:
METE B 0 A_Stop
METE B 0 A_PlaySoundEx("misc/hugequake","Voice")
METE B 0 Radius_Quake(7,100,0,1000,0)
METE B 0 A_SpawnItemEx("BigMeteorSet",0,0,0,0,0)
stop
}
}
I don't want to have to scour Doom Wiki every five seconds
not related to weapons but whatever
Is it possible to have a player "die" (complete with the "killer" getting a message and earning a frag), but come "back to life" shortly after dying? This means that the revived player will retain any weapons / items / etc they had before dying. It's not a simple respawn or anything.
Also, is it possible for a weapon to take a frag AWAY from its victim upon a successful kill?
DEAD RINGER. :ugeek:boy are you late to the party
... Well, I was TRYING to do it anyway. It's just too darn complicated.
Code: [Select]actor Kamaitachiblade
{
PROJECTILE
+DONTBLAST
Radius 6
Height 5
scale 2.5
damage (17)
+FORCEXYBILLBOARD
damagetype "Kama"
speed 32
States
{
Spawn:
KAMA ABIJA 2
KAMA B 2 A_SpawnItemEx("KamaPause",0,0,0,0)
stop
Death:
TNT1 A 1
stop
}
}
actor KamaPause : MageStaffFX2
{
PROJECTILE
+DONTBLAST
+LOOKALLAROUND
Radius 6
Height 5
scale 2.5
damage (19)
+FORCEXYBILLBOARD
damagetype "Kama"
speed 0
States
{
Spawn:
KAMA JABIJ 2 A_MStaffTrack
KAMA A 2 A_SpawnItemEx("KamaChaser",0,0,0,37)
stop
Death:
TNT1 A 1
stop
}
}
actor KamaChaser //: MageStaffFX2
{
PROJECTILE
+DONTBLAST
-EXTREMEDEATH
+LOOKALLAROUND
Radius 6
Height 5
scale 2.5
damage (22)
+FORCEXYBILLBOARD
damagetype "Kama"
speed 37
States
{
Spawn:
KAMA BIJA 2
KAMA A 0
loop
}
}
Is it possible to have multiple homing weapons "lock on" to the same target? As in, could I define a player that several projectiles will then home in on? Alternatively (and possibly easier) is there a way to have things track in on an actor that I can just spawn at the target's position?EDIT: After looking at the ZDoom wiki I thought of a possible third way, where an invisible projectile that locks onto a target then spawns multiple projectiles that share the parent's target. Is it possible to "pass" targets to other projectiles, and how would I go about doing so?
Locking onto targets, eh? (http://cutstuff.net/forum/viewtopic.php?f=28&t=2158&start=80)Quote from: "SmashBroPlusB"Is it possible to have multiple homing weapons "lock on" to the same target? As in, could I define a player that several projectiles will then home in on? Alternatively (and possibly easier) is there a way to have things track in on an actor that I can just spawn at the target's position?EDIT: After looking at the ZDoom wiki I thought of a possible third way, where an invisible projectile that locks onto a target then spawns multiple projectiles that share the parent's target. Is it possible to "pass" targets to other projectiles, and how would I go about doing so?
Also, I wanted the attacker to be given an item if the projectile connected, not the target. One of my class's attacks gains ammo only by hitting enemies with other attacks, so I wanted to give a certain ammo type to the player when their hits successfully land.
still want that "Treble using ammo on hit" though
Is it possible to have multiple weapons use the same HUD information if they all inherit from the same parent weapon?
Or do I have to define separate HUD sequences for each weapon?
Also, how do I make a graphic appear on-screen when a certain action is executed (such as using a certain item or firing a weapon)?
I wanted the "Meteo Bomb" graphic I posted in the CSCC thread to appear when my class uses the attack of the same name.
I must be reading the wrong thing, because the A_GunFlash page (http://zdoom.org/wiki/A_GunFlash) only talks about changing the player's appearance and in a third-person view. I want the graphic to appear on the player's screen when they use a certain attack or a certain inventory item.
And yes, I only want it for the triggering player. It would be rather silly to have "METEO BOMB" appear on everyone's screen every ten seconds or so.
I also want to take a bit of time here and thank everyone for their (repeated) assistance. I really appreciate all the help!
You can make your own muzzleflash sprites which, as long as the offsets are correct, will be overlayed when the gun is fired, making only that part of the gun visible when fires in pitch darkness. If this isn't an option, you can simply use TNT1A0.
So let me get this straight... the A_GunFlash action can run a sequence which displays the sprite in the HUD simultaneously while the weapon fires and it won't change your chasecam appearance?
If I look at Breve and IG Mikey hard enough will I learn how to do this?
AwNet's Hub Style class has an attack that changes damage output based on health... but it does it in a rather awkward way, as it uses 60 different projectiles with varying damage values. Is there a way to do something like Hub's Counter-Attack but using ammo values instead? What I'm asking is this: if I relied on ammo to output damage, could I avoid the trouble of making tons of duplicate projectiles? Or do I have to repeat Hub's headache?
Damage value
For a projectile defines the damage it inflicts upon impact.
The formula is random(1,8)*damage or random(1,4)*damage if STRIFEDAMAGE flag is set.
This also defines the damage for actors which attack like the Lost Soul. The formula for this is random(1,8)*damage.
damage is also used to define how many bullets are fired by the generic hitscan attack function A_BulletAttack.
Custom damage formulas can be specified by enclosing the value completely within parenthesis. For example: "damage (random(4,8)*5+6)". This bypasses the normal calculation and does the exact damage resulting from the custom formula.
int Random (int min, int max)To me it looks like the Random command is a function. Are ACS scripts also functions? Or, is there a function that checks how much of a certain item the firing player is holding?
Usage
Returns a random integer between min and max (inclusive).
int CheckInventory(str inventory_item);What if I'm spawning a projectile off of another projectile, like an explosion when an object detonates?
Usage
Checks the inventory of the actor who activated the script for the item specified by inventory_item.
Quote from: "ZDoom wiki's CheckInventory page"int CheckInventory(str inventory_item);What if I'm spawning a projectile off of another projectile, like an explosion when an object detonates?
Usage
Checks the inventory of the actor who activated the script for the item specified by inventory_item.
PoisonDamage value[, duration[, period]](Putting it with the regular damage damage doesn't work)
Gives a projectile poison damage. Poison damage isn't inflicted all at once but affects the victim for a certain amount of time. The value specified here defines the time the poisoning effect lasts. Remember, poison damage only affects players if only value is specified. Otherwise, it also affects enemies.
Poison damage is inflicted every period tics (the default value of 0 means once per second). If a non-zero duration is given, it is used for the total length of the poisoning, otherwise the length depends on the value.
Stare at AwNet's Hub Style charge attack.
He has a different attack for EVERY health amount, actually. I'm sure it will be more than helpful.
If it possible to force a player to crouch via altfire? (has an idea for original stage mode)*never answered*
Quote from: "ice"If it possible to force a player to crouch via altfire? (has an idea for original stage mode)*never answered*
Not sure if this has been asked before or not, but is there a way for my weapon's alt.fire to light oil pits?
v1a-v2c you just make the projectile use ACS_Execute(202,0)Read all posts please <_>
I would recommend adding a thing that check how far away from the floor the projectile is before using that, though
script 997 ENTER
{
if(GetCvar("instagib")==1){
TakeInventory("MegaBuster",1);
GiveInventory("BallisticBuster",1);
GiveInventory("WTank",10);
}
}
Some sort of trickery with ACS/Decorate may be in order.
This may be of use to you. (http://zdoom.org/wiki/A_SelectWeapon)
actor DSpearExplosion
{
PROJECTILE
+DONTBLAST
+DONTSPLASH
+NOINTERACTION
Radius 1
Height 1
DamageType "Destroy"
scale 2.5
damage (1)
speed 0
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(15,96,0)
stop
}
}
Try this.
Is it possible to "carry" items within a player even after they die?
For example, let's say I made a version of Dark Man 1 whose buster increased in strength as you gain frags. However, the buster weakens upon death. This means that, if a player had a Level 4 Dark Man and then dies, they would respawn with a Level 3 Dark Man.
I'm aware that there's probably going to be some inventory flags needed. I just need to know if the game can "remember" a player's inventory after death.
No, the idea's meant for Cutstuff Community Classes.Quote from: "SmashBroPlusB"Is it possible to "carry" items within a player even after they die?
For example, let's say I made a version of Dark Man 1 whose buster increased in strength as you gain frags. However, the buster weakens upon death. This means that, if a player had a Level 4 Dark Man and then dies, they would respawn with a Level 3 Dark Man.
I'm aware that there's probably going to be some inventory flags needed. I just need to know if the game can "remember" a player's inventory after death.
Hm...This...might be a bit more of a challenge...there is no way to do it with purely DECORATE as far as I know, but you can use ACS to set variables to players so that they can be given it back upon respawn
Although, if it is a weapon and the mod is meant to be played in a campaign, then force the flag that makes players not lose weapons/inventory/keys on death
Could always have a damager and after a certain number of frames you have a jump that skips the damager spawningThanks Uki!
Is there a way to get a weapon to give out the "Impressive" and "Most Impressive" medals like Skulltag's Railgun does?
Still can't get those shield pieces to show up. I think they might be spawning too low, despite the spawns being the same as the shield.Still need help, and I have little time to finish this off.(click to show/hide)
Here's a script for my short range busterCode: [Select]actor OMegaShot
{
PROJECTILE
damagetype "Buster"
Speed 27
Damage (10)
radius 5
height 5
scale 2.5
States
{
Spawn:
BUST A 2
BUST A 0 A_JumpIfCloser(500,"Spawn")
goto Death
Death:
TNT1 A 0
stop
}
}
the way the script works, it checks if the shot is within 500 units, if it's closer than 500. it will keep going, but if it exceeds that distance, it dies
Spawn:
BUST A 6
stop
//Sets the player speed to 1.45 times normal, used scorch wheel
ACS_ExecuteAlways(191,0,1)
//Set player speed to normal
ACS_ExecuteAlways(191,0,0)
//435 is just a placeholder, you can change it if you want.
script 435 (int factor)
{
SetActorProperty(0,APROP_SPEED,factor);
}
ACS_ExecuteAlways(435,0,amount base speed is multiplied by)
it is pretty much an instant refill on healthint i = GetActorProperty(0, APROP_HEALTH);
It also resets the thing ID (which is used for pretty much EVERYTHING in ACS...)MRF_NEWTIDBEHAVIOUR
Is there any way to make a spawned object visible only to the player that spawned it?I don't think so. I know there are ways to make it visible for a class(es) or a team(s), and of making "message on hud". But I suppose this is not what you want.
I'm attempting to make a class, but i need to ask some questions
1.) How do i make a weapon use Altfire
2.)How do i make a AoE that stuns other players like spark shot?
AltFire:
AltHold:
HWEP A 0 A_JumpIfInventory("HLaserClassAmmo",2,"RapidFire")
goto Ready+1
RapidFire:
HWEP A 0 A_JumpIfNoAmmo("NoAmmo")
HWEP A 0 A_TakeInventory("HLaserClassAmmo",2)
HWEP A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
HWEP A 0 A_FireCustomMissile("HRapid",0,0,8,0)
HWEP BCD 2
HWEP D 0 A_PlaySoundEx("weapon/mbuster","Weapon")
HWEP D 0 A_FireCustomMissile("HRapid",0,0,8,0)
HWEP DDD 2
HWEP D 0 A_PlaySoundEx("weapon/mbuster","Weapon")
HWEP D 0 A_FireCustomMissile("HRapid",0,0,8,0)
HWEP DDD 2
HWEP D 0 A_Refire
Goto Ready+1
actor (Insert actor name here)
{
-SOLID
+NOGRAVITY
PROJECTILE
damage (0)
radius 1
height 1
damagetype "Shock" //This is the thing that stuns victims
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(5, 450,0) //From left to right, the values in the brackets are; damage, radius, (some value I don't know)
stop
}
}
Second question: How do i make ammo Regenerate like a class?
Ready:
HLSR C 0 ACS_ExecuteAlways(998,0,56)
HLSR C 1 A_GunFlash
HLSR C 8 A_WeaponReady
HLSR C 0 A_GiveInventory("HRapidClassAmmo",2) //How this works is that the weapon refills ammo if you are not firing for long enough. Make sure the ammo name matches the ammo type for the respective weapon.
Goto Ready+2
Here is a question from me is it possible to make a weapon deal negative damage? because i have a idea for a Healing weapon but i want to know if its possible? *inb4 everyone tells me to look at plantbarrers coding*
PLAA A 0 HealThing(8) //The "HealThing" action recovers the user's health. The number in brackets determines how much health is restored.
Is it possible to deal damage to everyone on the map?
Script # (void)
{
for (int pd=1000; pd<1033; pd++) //might need to change 1033 to 1065 in v3 because 64 player support
{
Thing_Damage(pd,amount,0);
}
}
Also, can I make a weapon deal "damage" to a player's ammo instead of their health? What actions would I need to run, and on what states would I place them?
look at Cyborg in GvH
he uses a directional input script for his air dash
actually that's the same script I recommended for Smash and his combo hits so I suggest you study it
The wire adapter is cool, but everyone wants to be able to use a hookshot.Seriously though, I'm just curious. I'm not actually gonna be MAKING anything out of this.
umm can you guys tell me how to make a projectile push people around like the tornado hold? i tryed ThrustThingZ and it did not work or am i doing it wrong? also its for a weapon called the "Knockbackbuster" i'm making it for a classes mod of mine.... Any tips?Check what is the damagetype of Wind Storm, I think they changed all damage types. If anything, you can make the projectile have A_Blast or A_RadiusThrust with a very high strength value and small distance in its XDeath state.
1.) I can't seem to find how to define suicide obituaries. I believe they're hard-coded into the engine for specific weapons, but if someone wants to prove me wrong on that they can go right ahead.Hard-coded for specific damage types, actually. For example, the Marine's Fragmentation Grenade from GvH: 8BDM Edition uses the "Grenade" damage type, which is why it can display lines like "Marine tripped his own grenade" despite having a different name and functioning differently from the Doom version.
consider putting your a_selectweapon thing before a_lowerAhhh... ok i'll try that now..
Ok guys, here is the REAL deal, I want to make Protoshield, but not like Protoupgrade, I want the player to be able to switch between weapons while still holding the shield, any idea on how to do this?Either A) edit all the weapons/make new versions. B) make it work more like beat support.
Either A) edit all the weapons/make new versions. B) make it work more like beat support.A will be kind of hard to do and will take a lot of time, but I like the Beat Support idea, that could work well
Is there a way to change a player's speed for a specific direction?Check top and centaur they both have it.
What I mean is, SetActorProperty (http://zdoom.org/wiki/SetActorProperty) changes a player's all-around speed. I'm looking for something that will let me change forward / backpedal speed independently from strafing (side-to-side) speed. Does anyone know of a way to do this? I don't care how ugly it looks as long as it reliably works. Thanks!
player.forwardmove 0.8, 0.8 //Defines foward and backward speed
player.sidemove 0.78, 0.78 //Defines strafing speed
Code: [Select]player.forwardmove 0.8, 0.8 //Defines foward and backward speed
player.sidemove 0.78, 0.78 //Defines strafing speed
Is there a way to chaaaaaaange a player's speed for a specific direction?as in, I have a class with good all-around movement
Is it possible to make a weapon that launches you in the direction of your aim?
Go look at Captain Falcon in Balrog's Saxton.
+SHOOTABLE
-NOBLOCKMAP
This makes the object shootable and removes the code that makes things not hit it.A_FireCustomMissile("ProjectileName",angle,usesammo,<1>,<2>)
If the shot takes more than 1 hits to react, it will move to the side whenever it absorbs damage. Anyone knows how to fix that?
So, out of curiosity, I want to give my weapon the ability to grapple on the hooks like Thunder Claw. What exactly triggers the grapple&swing?look at thunder claw's code
actor HilShieldProtect : PowerProtection
{
damagefactor "Fire", 0//Immunity to lava
}
TNT1 A 0 A_Jump(256,//Will always jump
"End",
"End",
"End",
"Continue")//3/4 chance of failing.
The more difficult but prettier code-wise would be to use Party Ball's method which just uses a lower number in the first argument of A_Jump, which handles the chance of the actor jumping to a different state.
P1WP F 0 A_Refire ("ShootMissile")
Ah, that explains things. I'll figure out another way to bypass this.use A_GiveInventory to give an item that acts as a flag and an A_JumpIfInventory at the start of the Fire state to check if said item is in inventory, to then cause a jump to that other state. Be sure to have A_TakeInventory at the end of either Fire or the new state (or even both) and Deselect to remove the flag.
How do you make an item trigger from a weapon's FIRE state, like Beat Support?Have an A_JumpIfInventory check if the item is in inventory to jump to an "UseItem" or something, where it will do the actions and then jump back to fire, but with a jump straight to the point after A_JumpIfInventory
script 147 (void)
{
SetActivatorToTarget(0);
SetResultValue(ActivatorTID());
}
actor TeleportShot : MegaShot replaces MegaShot
{
States
{
Death:
TNT1 A 0 Thing_ChangeTID(0, 1101)
TNT1 A 0 Thing_Move(ACS_ExecuteWithResult(147), 1101, 0)
stop
}
}
So, I would like to create an invisible hitbox and be able to control the area where it spawns with X/Y/Z offsets.That shouldn't be too hard to do Just use A_FireCustomMissile and just make the projectile be invisible and spawn and disappear quickly and then have the projectile spawn what you want. i might be wrong but i hope i helped you...
To put it simply, take a look at the Mega Ball. When you fire, Mega Ball is materialized some small steps forward, and not directly from "your body". The gameplay idea would be like the GunDelSol card from the MMBNetwork series : you know, the flashing light spawns and damage not in front, but on the second column.
Also, unlike Mega Ball which use A_SpawnItemEx, disabling aiming and spawning at a fixed point, I'd be able to aim my hitbox like with A_FireCustomMissile. Is it possible ?
Also, my hitbox won't deal explosive damages, but simply hurt one time if an opponent touches the hitbox.
...eeer, puh-lease tell me if I was confusing somewhere.
That shouldn't be too hard to do Just use A_FireCustomMissile and just make the projectile be invisible and spawn and disappear quickly and then have the projectile spawn what you want. i might be wrong but i hope i helped you...
Well the thing is the megaball ohkos because the megaball bounces and thus the victim takes alot of damage in a short time andQuote from: "Zard1084"That shouldn't be too hard to do Just use A_FireCustomMissile and just make the projectile be invisible and spawn and disappear quickly and then have the projectile spawn what you want. i might be wrong but i hope i helped you...
Oh I see, that's clever, I missed that hint. So, in order, it should...
1) Use FireCustomMissile for aiming working purpose only
2) FireCustomMissile spawns some kind of invisible reference
3) That reference quickly disappear, but before, it'll use SpawnItemEx, which has all the X/Y/Z parameters needed to spawn the hitbox.
And also, if this hitbox spawns INSIDE some robot's body, will it OHKO this later one ? I'm pretty sure that I saw somewhere, that the Mega Ball could OHKO a player if the ball spawns inside...
Well the thing is the megaball ohkos because the megaball bounces and thus the victim takes alot of damage in a short time and
1. yes
2.yes
and 3. YES!
I'm glad you understood quickly.
Edit: i'm fairly new to making weapons myself so i may have forgot something.... but you can check out what i made here (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=5042)
I Knew i forgot Something! hold on let me check some stuff...Quote from: "Zard1084"Well the thing is the megaball ohkos because the megaball bounces and thus the victim takes alot of damage in a short time and
1. yes
2.yes
and 3. YES!
I'm glad you understood quickly.
Edit: i'm fairly new to making weapons myself so i may have forgot something.... but you can check out what i made here (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=5042)
Ah, yeah, bouncing in a solid works like some kind of infinite very fast bouncing... indeed, indeed. Anyway making the Mega Ball penetrate a solid actor (= player) shouldn't be usual and easy to do, in that case.
I'll take a look at your weapons once I'll finish mine if you want me to =w=
EDIT : Weirdly enough, it doesn't work. The reference spawn the actual projectile, but not at the desired aim...
Check Atomic Fire. It has scripts that make bots fire in certain states.Otherwise, it can be handled with jumps checking for MonsterBlock, right?
Check Atomic Fire. It has scripts that make bots fire in certain states.
actor SpinningMegaman : FreezeTree1
{
States
{
Spawn:
PLAY A 1 A_SetAngle(angle+10)
loop
}
}
addplayerclass classname
I don't quite understand what you mean...
Could you enunciate your meaning and provide an example?
Ok Quick question i'm trying to make a item that lets you set down a portable teleport anywhere (even in mid air) that when you have two of them set down you can enter and exit both ways but can only be used by the user ( i know cutmanmike did a portal gun but i don't know how it works)I have a portal gun for MM8BDM somewhere.. You could look into that, it uses no ACS but is VERY primitive.
Gah...that got really painful really fast...I can give ACS a try if its less work but thank you for trying
I never actually got it working both ways, but it was based on the idea Tsuki came up with for his portal gun, but it was going to be adapted so that it could be used with a full 64-player server. Basically, it was going to use TID's 70000-70064 and 71000-71064 to move the player around...too bad I am an inefficient coder and tend to over think things...I suppose it could also be done using ACS, being a bit less complex, but most people new to ZDoom/Zandronum modding generally try to stick to Decorate.
Ok, It would be the same primary functions such as Thing_ChangeTID and Thing_Move.alright i'll give it a try
I've a problem too with my weapons when it casts A_SpawnItemEx (http://zdoom.org/wiki/A_SpawnItemEx).Projectiles tends to treat the one who spawned them as their target, so I guess this is it? Also, I think a more useful flag would be SXF_TRANSFERPITCH... But that's just me, right?
Zandronum won't launch the game if the SXF_TRANSFERPOINTERS flag is set. I was wondering if this flag was still usable...? It's a really crucial one for frag count and some mechanics...
The actual answer: No, Zandronum does not have SXF_TRANSFERPOINTERS.YD Classes, Wily Capsule, Wily Burner. That's all I can say on the subject.
And a question: IIRC, I believe someone created a working "poison/burn" effect in Zandronum that applies the proper obituary. How exactly does that work?
I already sort of knew the explosion thing, the problem being that it ONLY adds "I can hit my master". In short, if you play Team Deathmatch or something, a bomb can hit enemy players and the player who threw it, but not the throwing player's allies.Except then everyone killed with the damagers gets "%o died." instead of a proper obituary. There's no real support for killing your teammates without the server turning friendly fire on. This is intentional.
Didn't know it was that easy though, thanks.
It is currently unimplemented in Zandronum.
As are many (http://zdoom.org/wiki/A_RearrangePointers) other pointer (http://zdoom.org/wiki/A_FaceMaster) related functions. (http://zdoom.org/wiki/SetPointer)
just to name a few.
Quote from: "Lego"It is currently unimplemented in Zandronum.
As are many (http://zdoom.org/wiki/A_RearrangePointers) other pointer (http://zdoom.org/wiki/A_FaceMaster) related functions. (http://zdoom.org/wiki/SetPointer)
just to name a few.
I saw it sooner, but... sigh. Can a script do "Set the target of the one who executed the script to its target's target ?"
With poorly visual help it means
--------- ACTOR SP (I spawn ACTOR 1) --------
--------- ACTOR 1 (my target is ACTOR SP because it spawned me, and I spawn ACTOR 2) ---------
--------- ACTOR 2 (my target is ACTOR 1 because it spawned me, but I use the miraculous script to set my target to ACTORSP) ---------
I'm really a broken arm at ACS, I can only barely edit some stuff that already exists, but not really create mines.
Yes you're right, actually here's a more delicate and refined situationIt's because the Spawner is not a projectile. You know, you can give a projectile the +NOINTERACTION to prevent them from being removed by collision before they can do their job.
If I use a CustomInventory that spawns a missile, the missile won't hurt me.
But, if instead of directly spawning the missile, the C.Inventory spawns a SPAWNER that'll spawn the missile, then this missile will hurt me. I tried it
One of the attacks of my class actually comes... from my custom inventory. From using an item, in other words. >:I
Maybe is the CustomInventory's pointer system different ?
Uguu you posted riiiight after I found the solution, but anyway we thought the same ^^Oh, you are welcome. In fact, even I made this mistake in the past and just now I found the file with this flaw. Hilarity ensued
Yes, I completly forgot how PROJECTILE can be useful with pointer inherit. With checkers, I usually set
+MISSILE
+NOCLIP
+NOINTERACTION
+DONTBLAST (so they don't go away into the infinite space :3)
To make sure NOTHING except a A_Jump thing could remove it.
Thanks, thanks a lot Tsuki
Quick question this may have been asked before.... i'm trying to figure out how to have two shots combine into a single new shot much like the x buster upgrade for X3? can anyone help with that?The only way I can think of for two projectiles to fuse like this would be through ACS checks, and even so could be too much trouble to be worth.
hmm... well i can show you what i'm trying to do....Quote from: "Zard1084"Quick question this may have been asked before.... i'm trying to figure out how to have two shots combine into a single new shot much like the x buster upgrade for X3? can anyone help with that?The only way I can think of for two projectiles to fuse like this would be through ACS checks, and even so could be too much trouble to be worth.
However, an alternate way (simpler, but won't produce exactly the desired effect) could be having the first projectile check if something is in the target's inventory during the second shot.
If confirmed the item, it then checks if the target is close enough and, if confirmed, spawns another shot and destroys itself.
If not close enough, it instead gives an item that causes the player to fire the second projectile.
Edit: wait i have a idea! i can make one projectile shootable and if it gets hit by a special damage type the shot dies and spawns the newer more powerful projectile!There's only one problem with this: It doesn't tell who shot the projectile.
i know that tuski i was just gonna do that so i can just get it working and then revamp it to work with acs or some other thing laterQuote from: "Zard1084"Edit: wait i have a idea! i can make one projectile shootable and if it gets hit by a special damage type the shot dies and spawns the newer more powerful projectile!There's only one problem with this: It doesn't tell who shot the projectile.
Hm, maybe if you find a way to have it execute a script to contrast the TID of its master with that of the one who just shot the second projectile at it...Quote from: "tsukiyomaru0"i know that tuski i was just gonna do that so i can just get it working and then revamp it to work with acs or some other thing laterQuote from: "Zard1084"Edit: wait i have a idea! i can make one projectile shootable and if it gets hit by a special damage type the shot dies and spawns the newer more powerful projectile!There's only one problem with this: It doesn't tell who shot the projectile.
really really noob-tier question
I want to make a projectile turn into / spawn another projectile with the exact same angle as the first.
For some reason, my X projectile spawns the Y projectile, but it loses its vertical pitch, and I have no clue why.
(e.g. it just flies straight and doesn't go up or down even if X projectile was already going up or down)
I tried stealing lines of Decorate from every weapon pack I could think of, but to no avail. So now I'm asking here.
A_SpawnItemEx("subprojectilename",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)
A_SpawnItemEx("subprojectilename",0,0,0,momx-(momy*0.7),momy+(momx*0.7),momz,0,SXF_ABSOLUTEMOMENTUM)
There's this:Code: [Select]A_SpawnItemEx("subprojectilename",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)
Quote from: "tsukiyomaru0"There's this:Code: [Select]A_SpawnItemEx("subprojectilename",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)
There's one problem with that. 0 is not defined as always being forwards. So firing the projectile at different parts of the map causes it to go sideways or backwards. I'd like a working example of this for my weapon pack's fade launcher.
How am I supposed to make a weapon work as a pickup for a different weapon e.g. CSCC GizmoI've thought about this several times... That ZDN mod, Samsara, has this. Kind of.
>How do I make a weapon give me another weapon on pickup, but only allow certain weapons to be picked up?
Quick question this may have been asked before.... i'm trying to figure out how to have two shots combine into a single new shot much like the x buster upgrade for X3? can anyone help with that?
Im just gonna ask .... How can i make an ALT FIRE weapon that zoom in when holding alt fire :Phttp://zdoom.org/wiki/A_ZoomFactor (http://zdoom.org/wiki/A_ZoomFactor)
actor ColonelBusterShot
{
speed 10
damage 2
+RIPPER
+SEEKERMISSILE
+LOOKALLAROUND
+DOOMBOUNCE
+NOBLOOD
deathsound "sounds/clawhit"
seesound "weapon/mbuster"
PROJECTILE
states
{
Spawn:
BUST A 1 A_SeekerMissile
loop
Death:
BUST A 0
}
}
Well, I tried making a Projectile home in on people and bots. But it keeps giving me random errors when I load the mod, Heres the projectile code.Death does not stopCode: [Select]actor ColonelBusterShot
{
speed 10
damage 2
+RIPPER
+SEEKERMISSILE
+LOOKALLAROUND
+DOOMBOUNCE
+NOBLOOD
deathsound "sounds/clawhit"
seesound "weapon/mbuster"
PROJECTILE
states
{
Spawn:
BUST A 1 A_SeekerMissile
loop
Death:
BUST A 0
}
}
And no, the Buster Shot sprites are just a place holder, but how do I make this work?
Sorry for NecroBumping.
Execution could not continue.
Script error, "Colbuster.pk3:code/colonelbusternew.txt" line 76:
Expected '(', got 'loop'.
I'm pretty sure that A_SeekerMissile requires at least one parameter.
How do I do that?
And whats a Parameter in this engine. Also, I'm sorry if this all sounds Noob-Tier. I'm just an idiot who knows nothing about Decorate or ACS.
How do i make a chained projectile?As Korby said, you will need to specify. When I first read this question, the first thing to come to mind was the LoreShot from Strife, which just leaves a chain of visual actors behind it in the same way as Gemini Laser.
graphic HARDSI, 30, 30
{
XScale 2.0
YScale 2.0
Patch WEAPT0, 0, 0
}
actor HardKnuckle
{
PROJECTILE
scale 2.5
damagetype "HardKnuckle"
Speed 38
Radius 12
Height 10
Damage (70)
States
{
Spawn:
HARD A 3
loop
Death:
MMFX BCDE 2
stop
}
}
Code: [Select]actor HardKnuckle
{
PROJECTILE
scale 2.5
damagetype "HardKnuckle"
Speed 38
Radius 12
Height 10
Damage (70)
States
{
Spawn:
HARD A 3
loop
Death:
MMFX BCDE 2
stop
}
}
Damage (70) is where the Hard Knuckle damage is defined on the projectile.
first of all why isn't this in Help & EditingWell, if ACS_Terminate works in Decorate just like ACS_Execute and the like does, you can just make the weapon for the class run this. No?
second of all why don't we have a "how do I do this, pls help" thread for classes
and third of all, the actual question
is there a simple way to make a custom class ignore the jump cancel script completely
or do I have to punch the jump cancel script in the face to allow for an exception or something
A_JumpIf(momx==0,"Death")
but it just skipped past it completely and flew backwards into the wall. Shouldn't momx have worked?
How would I make a projectile die after it stops moving across the x-axis? I'm making a projectile that slows to a stop in the same manner of Quick Boomerang, then dies (I had to time A_Countdown perfectly), but the problem is if I shoot it upwards, it goes backwards before stopping. So I tried sayingUse A_ScaleVelocity to gradually cause it so slow, then use A_JumpIf(1>momx>-1 && 1>momy>-1 && 1>momz>-1, "death") after or before every frame that scales velocity. Not sure if the jumpif example here works, I'll test laterCode: [Select]A_JumpIf(momx==0,"Death")
but it just skipped past it completely and flew backwards into the wall. Shouldn't momx have worked?
ATBU A 1 A_ScaleVelocity(0.90)
ATBU A 0 A_JumpIf(5>momx && 5>momy && 5>momz,"Death")
ATBU A 0 A_JumpIf(momx>-5 && momy>-5 && momz>-5,"Death")
ATBU A 1 A_ScaleVelocity(0.90)
ATBU A 0 A_JumpIf(momx*momx<1 && momy*momy<1 && momz*momz<1,"Death")
EDIT2: This one ALSO worked:Code: [Select]ATBU A 1 A_ScaleVelocity(0.90)
ATBU A 0 A_JumpIf(momx*momx<1 && momy*momy<1 && momz*momz<1,"Death")
Change that "<1" to a higher value if you want it to die before it comes to a dead stop. But, well, close enough :DQuote from: "tsukiyomaru0"EDIT2: This one ALSO worked:Code: [Select]ATBU A 1 A_ScaleVelocity(0.90)
ATBU A 0 A_JumpIf(momx*momx<1 && momy*momy<1 && momz*momz<1,"Death")
So I did this one (bcuz it looked like the same thing you put earlier except shorter) except I took out the momy and momz parts bcuz it should be allowed to be fired in the air (and it's not gonna go sideways, so...). For the most part, it works; it slows to a stop and then dies, so thank you for that :D . However, sometimes it just stops dead in its tracks and dies. I'm not completely sure why. :?
Spawn:
FLB2 A 5 //This just helps me with the timing
FLB2 A 1 A_ScaleVelocity(0.8)
FLB2 A 0 A_JumpIf(momx*momx<1,"NearDeath")
Goto Spawn+1
NearDeath:
FLB2 A 1 A_ChangeVelocity(0,0,0,CVF_REPLACE)
FLB2 A 5
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
stop
}
}
I want it to slow to a stop, float in mid-air for a brief moment, then die, and it works perfectly 85% of the time, but sometimes it will spawn, go at full speed like normal, but then after a half-second go straight to NearDeath.
Nononononono what I'm saying is that merely seconds after spawning, it will just stop and die.You forgot part of the code I showed you. The "momx*momx*momx<1 && momy*momy<1 && momz*momz<1", means it checks that X², Y² AND Z² speed are lower than 1. If you want it to ignore Z speed, just remove the "&& momz*momz<1" part
Here's the code for reference:Code: [Select]Spawn:
I want it to slow to a stop, float in mid-air for a brief moment, then die, and it works perfectly 85% of the time, but sometimes it will spawn, go at full speed like normal, but then after a half-second go straight to NearDeath.
FLB2 A 5 //This just helps me with the timing
FLB2 A 1 A_ScaleVelocity(0.8)
FLB2 A 0 A_JumpIf(momx*momx<1,"NearDeath")
Goto Spawn+1
NearDeath:
FLB2 A 1 A_ChangeVelocity(0,0,0,CVF_REPLACE)
FLB2 A 5
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
stop
}
}
momx — Actor's velocity along the absolute X axisAh, makes sense now.
How do I make a projectile give the class a flag on crash?Pain state in the class and damage type in the projectile.
class as in the playerclass
Quote from: "Davregis"How do I make a projectile give the class a flag on crash?Pain state in the class and damage type in the projectile.
class as in the playerclass
Example: if DamageType of the projectile is "GravityBreaker", the playerclass will need a pain state defined "Pain.GravityBreaker", with an A_ChangeFlag action function in said pain state.
Oh, so you meant give a flag to their master? You need CustomInventory instead. Make a CustomInventory that changes the flag on pickup and have the projectile use A_GiveToTarget said item.Quote from: "tsukiyomaru0"Quote from: "Davregis"How do I make a projectile give the class a flag on crash?Pain state in the class and damage type in the projectile.
class as in the playerclass
Example: if DamageType of the projectile is "GravityBreaker", the playerclass will need a pain state defined "Pain.GravityBreaker", with an A_ChangeFlag action function in said pain state.
I referred to the calling playerclass, yet this was part of the solution that resulted.
An exploding projectile with the painstate as you describe works perfectly. Thanks!
Copy Robot demonstrates something like that in CSCC. Unless you mean to also remove their weapon, too..yep it will take there weapon too but not the megabuster because that would be asshole-ish basically it steals the current weapon with a small amount of health but if the enemy has a item like the E-tank it steals that instead with a small amount of health also the weapon will be a melee weapon
[Zard]Ohhh! thanks Lego! this just saved me alot of time! btw i will test this to Death! before releasing the weapon to the public also i will credit you for most of the coding. Thanks!~
WELL
First you would want find the target player to check which weapon they have selected by using ACS and the CheckWeapon() (http://zdoom.org/wiki/CheckWeapon) function to check for every weapon in the game. Then you would need to take that weapon away from said player using TakeInventory() (http://zdoom.org/wiki/TakeInventory) and check to see if the attacking player has that weapon, if they do not, give them said weapon.
The most complicated part of all of this would be acquiring the Thing ID of the attacking player, but all of this can be done via ACS...let me just...um...
Put this in the player class:
In "pain.zard" change "zard" to the "damagetype" of your projectile.
You can also change any of the actor names to whatever you wish.Place this in the class file, but not in its actor definition(click to show/hide)(click to show/hide)
Place this in an ACS script somewhere [WCOLORS or GLOBAL if you didn't make your own]:(click to show/hide)
WHOO...that was a mouthful.
Please note that my code will have some assembly required in terms of creating your pk3. Do not expect it to work straight out of the box.
[especially in these untested incidents...]
actor RollRageMode : PowerupGiver
{
+COUNTITEM
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 0
Powerup.Type "PowerRollDefense"
Powerup.Color 255 123 255, 0.4
Powerup.Duration -50
States
{
Spawn:
TNT1 A 1
Loop
}
}
This code used by Roll's rage changes the screen to the RGB colors "255 123 255" with an opacity of 40% of the screen. You could have also used a literary value such as "Powerup.Color Pink".actor MyScreenColorPowerup : Powerup
{
Powerup.Color <RGB or color name here>, <opacity>
Powerup.Duration <duration in seconds or tics>
}
Notice the screen starts flashing when the powerup has 3 seconds left
int atid = activatorTID();
int p = 0;
for(int i=0; i<64; i++)
{
p = 1000+i;
if(xyzDistance(atid, p)<[number of units goes here])GiveActorInventory(p, "item", number);
}
TRHU A 3 A_WeaponReady
COOW B 0 A_GiveInventory("BlueFireAmmo",2)
//it's important to stick your wait time on the A_WeaponReady part and not the A_GiveInventory part because otherwise your weapon will only fire some of the time
Ready:
OBUS A 0 ACS_ExecuteAlways(998,0,600)
OBUS A 0 A_GunFlash
...
Flash:
TNT1 A 0 A_JumpIfInventory("VizPadTimer", 1, 2)
TNT1 A 0 A_GiveInventory("VoltLaserAmmo", 1)
TNT1 A 35
loop
Altfire:
FIST A 0 A_JumpIfNoAmmo("NoAmmo")
//FIST A 0 A_GiveInventory("Fury",1)
FIST A 0 SetPlayerProperty(0,1,4)
Goto Althold
Althold:
FIST A 0 A_TakeInventory("Fury",1)
FIST A 0 A_FireCustomMissile("BulletPunchAttack",8,-4,11,6)
FIST BCD 1 A_PlaySoundEx("weapon/pshot","Weapon")
FIST A 0 A_FireCustomMissile("BulletPunchAttack",-4,8,11,-10)
FIST BCD 1 A_PlaySoundEx("weapon/pshot","Weapon")
FIST A 0 A_FireCustomMissile("BulletPunchAttack",-8,4,11,4)
FIST BCD 1 A_PlaySoundEx("weapon/pshot","Weapon")
FIST A 0 A_FireCustomMissile("BulletPunchAttack",4,-8,11,-8)
FIST BCD 1 A_PlaySoundEx("weapon/pshot","Weapon")
FIST A 0 SetPlayerProperty(0,0,4)
FIST A 0 A_Refire
Goto Ready+1
NoAmmo:
FIST B 1 ACS_Execute(979,0)
Goto Ready+1
}
}
How could I make it so that, if a player is damaged by a particular projectile, it gives a type of ammo to whoever shot the projectile?
SPAR A 1 A_FaceTarget
WSPA D 0 A_JumpIf(floorz-z!=0,1)
WSPA D 7 A_ChangeVelocity(8.0,0.0,11.0,CVF_REPLACE|CVF_RELATIVE) //Jumping line
WSPA D 0 A_JumpIf(floorz-z==0,"AttackChance")
specifically this second lineWSPA D 0 A_JumpIf(floorz-z!=0,1)
Instead of skipping the third line and moving to the fourth while the actor is airbourne (because floorz-z does not equal 0), the script keeps going on to the third line anyways, resulting in a never-ending cycle of jumping. Am I using the "!=" operator wrong?
if(buttons & BT_FORWARD)
Also in the given script, your use of "&" needs to be replaced with "&&." I can't find the words to explain this any better than X&Y basically asks "does X contain Y?" rather than a boolean statement saying "X and Y."if ((buttons == (BT_FORWARD|BT_BACK|BT_MOVELEFT|BT_MOVERIGHT)) & (keyHold == TRUE))
It seems like you're checking to see if any of those buttons are pressed, but...that seems unnecessary because you're doing the same thing below anyway?script ENTER
{
If(PlayerIsBot(PlayerNumber())){terminate;}
int keyPressed = 0;
While(true)
{
int buttons = GetPlayerInfo(-1, INPUT_BUTTONS);
if(buttons & BT_FORWARD)
{
if(keypressed==0)
{
GiveInventory("FowardKey",1);
TakeInventory("BackKey", 1);
//The other take lines should be here too
keypressed=1;
}
}
}
}
New situation. How can I make a shield weapon be able to absorb hits while protecting the user from damage?
Nope. Leaf Shield reflects certain projectiles. Skull Barrier makes you invincible. Plant Barrier heals you. Junk Shield gives you armour, not exactly what I'm looking for.Quote from: "Beed28"New situation. How can I make a shield weapon be able to absorb hits while protecting the user from damage?
Doesn't the leaf shield do that?