+1 rename because there's already a prop hunt mode for Doom and it's better to avoid confusion.
I second.
I took a look at the code because I'm weird like that and I'm curious if you hail from some other community? Your work is really neat and it looks seamless.
Of course, I haven't had the chance to look at it in game yet...heh...
[use of A_SetUserVar makes me think you're from the ZDoom community or something]
As for bugs...
[Disclaimer: I still have yet to try the mod, but I look forward to seeing it in action.]
The time limit apparently doesn't work. It's supposed to kill all hunters when you run out of time, but nothing happens.
I'm sure you already figured out that this can be resolved by giving players an inventory item that blows them up rather than using thing_damage directly. I hate having to use this method personally, but it works reliably from my experience.
Yeah, the skins folder breaks everything horribly. Zandronum is terrible about that, apparently.
Zandronum does weird things if there are skins loaded for a class that doesn't exist.
The simplest resolution I can think of is to make it so the "hunter" class has a display name of "Megaman." I'm sorry but that seems to be the only way around it. Such a bug is really weird and I never understood why it does that. [Thinking about it again, this might be worth putting in a tracker ticket for...]
On one occasion, the map failed to release the hunters and start. ... for some reason.
See the disclaimer above. Circumstances are helpful with finding bugs like this.
Some objects are still client-side and don't work properly in multiplayer. Notably, grass still appears in the snow and disappears in the sun, because weather isn't fully synchronized I guess ?_? I have no idea how to fix this.
I believe the solution to this one would be twofold: First, replace the current plantmangrass actor with one that isn't clientsided. Second, use Thing_Remove directly in the script rather than using a clientside script to pull it off.
If you become a bucket after getting hit on rare occasions somehow, that's a bug. :( The bucket sprite is currently being used as a placeholder prop that doesn't actually exist normally.
Have you considered using null sprites for the pain states? Since it looks like they just spawn the pain effect when they take damage anyway, this would make sense to do. It would prevent the player from turning into a bucket.
Something like...
Disguise:
// NOTE: These numbers have to match proputil.acs!
"----" A 0 A_JumpIf(user_prop == 1, "Rush")
"----" A 0 A_JumpIf(user_prop == 2, "Tango")
"----" A 0 A_JumpIf(user_prop == 3, "Beat")
"----" A 0 A_JumpIf(user_prop == 4, "Mailbox")
"----" A 0 A_JumpIf(user_prop == 5, "Truck")
"----" A 0 A_JumpIf(user_prop == 6, "Helmet")
"----" A 0 A_JumpIf(user_prop == 7, "PicketMan")
"----" A 0 A_JumpIf(user_prop == 8, "TireSwing")
"----" A 0 A_JumpIf(user_prop == 9, "Grass")
"----" A 0 A_JumpIf(user_prop == 1000, "Grass1")
"----" A 0 A_JumpIf(user_prop == 1001, "Grass2")
"----" A -1
stop
Pain:
"----" A 0 A_GiveToTarget("PropPain")
"----" A 0 A_Pain
"----" A 3 A_SpawnItem("PainFX",0,3)
goto Disguise
Null sprites preserve the sprite that was last on the actor when called, as such this code should resolve the bucket thing.
It's nice to see people join the community with prior knowledge on modding. Certainly refreshing.
I look forward to seeing what else you come to create for this game. Welcome to Cutstuff!
Edit because I didn't notice this:
How do I water bucket?
There is a Roll class in the Classes mod (http://www.best-ever.org/download?file=classes-v7c.pk3) that has the water bucket you're looking for.
Be sure to change the obituary, though, as it inherited from Oil Slider and thus retains the obituary from that.
Not to mention organization of the classes pk3 is a nightmare.
(http://i.imgur.com/G1CiI96.png)
Ah... So that's what it's like back here?
Oh my god, TNT1, "----", and "####" all don't work on players AT ALL, and subclasses using the pain states of their parents try to go back to their PARENT'S spawn state instead... @___@ This is all so dreadfully awful to work with for how much it promises. I'm sure it works wonders for making simple objects and enemies, just... not players.
I'mma collapse asleep for a while, but progress so far:
I've successfully made props spawn all over the map without any specific spawn points. Unfortunately there is no rhyme or reason to it yet, so they're just sort of scattered around nonsensically (CAN I HELP YOU, SIR? (http://imgur.com/FkKnCxH)). I'm probably going to run a release of it just like that, with the Clown Man map still doing the hundreds-of-predetermined-spots thing, and afterwards the plan is to build complexity into the spawning mechanism by making multiple props try to spawn together in little clusters, eg. a stack of barrels with a doll leaned up against them and a card on the top, or two PicketMans beating on a helmet.
I'm halfway through moving props into their own individual classes and morphing prop players into those classes each round instead of just switching their sprites out. It's been giving me loads of trouble still, but the benefits are great: The list of props that spawn in each map is now made of class name strings, and new classes can be added without mucking with anything else, just by declaring a class and naming it in your map. Because they're seperate classes now, prop players can have different size hitboxes, different walking speeds (to more closely match the moving character they're mimicing), and scales (because most props are 2.5x scale, but some are only 2.0x and really tiny ones are 1.0x...) So yeah, I can do that. That's a thing.
Unfortunately the default player sounds (including taunts) don't seem to work with morphed players, so if I really have to go down that road, it would be something I have to script entirely fresh I guess? @_@; I'd make it play a single Duck Hunt bark.when you taunt, for anyone who happens to be a Rush prop I guess.
I've reduced the time limit to 3 minutes, moved the kill switch into an individualized script (where the activator is the player to manage), and set it to retry killing every frame until it works. Roll should not survive time over anymore, I most sincerely hope.
I doodled in the back of the building in SCLIGHT, as seen in the screenshot at the top of this post, and removed the invisible walls on the sides so players can now go all the way around. DoomBuilder2 has been screwing with me the entire time, randomly stuttering and clicking on things while I'm trying to drag vertexes around, locking directional keys up in 3D mode and fighting with me over which lines belong to what sectors. :/ Such a pain.
I added the water bucket as Roll's secondary fire, so now you can alternate between close range and long range attacks on the fly. The water balls splash out and disappear immediately upon impact with any surface, so if you don't splash a player, you're gonna take damage from it.
Fixed the bug with the Beat cage and other Rolls awarding health for hitting them. You can stop stickfighting now, girls.
Made respawning un-disguised junk players immune to brooms. I have a funny little plan for this.
How's that for a list, eh? Am I getting too chatty with what I'm currently up to, even when I'm not releasing things just yet?