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Messages - SickSadWorld

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226
Help & Editing / Re: DECORATE Questions
« on: January 27, 2011, 03:38:40 AM »
Quote from: "Ivory"
No problem. Though for Number 2, It's still answered.
Go to see state, plus 4 FRAMES

Can you clarify what a frame is in lay terms? Using my original example if possible, please? It's not real code and I'm not asking you to do work for me, but it would make your explanation a lot clearer.

That means the letters right?

This code crashes skulltag for some reason. This means it cant be indexing frames directly, so I must be misinterpreting your response in some way
Code: [Select]
 See:
   SCBM C 0 A_ChangeFlag("INVULNERABLE",0)  // 1 frame??
SCBM CCDDEE 4  // 6 frames???
SCBM C 0 A_JumpIfCloser(256, "Missile")
    goto See+7 // want to skip to jump if closer.. what is a FRAMES??

227
Help & Editing / Re: DECORATE Questions
« on: January 27, 2011, 02:46:06 AM »
Quote from: "Ivory"
As for Pitch, it effects the pitch up or down.

I am quite familiar with terms such as pitch and yaw. I know what pitch does. My question is, what UNIT is it expressed in specifically for DECORATE? 0-360 in degrees for angle measurements helps me out a ton, thanks!

Quote from: "Ivory"
2) Go to the see state +4 frames.

Thanks Ivory

But where is that, I still don't understand... does it advance 4 tics? or does it jump to

Code: [Select]
FRAM A 64

in my above example? I'm sorry to ask these questions, but the ZDoom wiki does not make it clear and the manual page has no such examples for this.

228
Help & Editing / DECORATE Questions
« on: January 27, 2011, 12:15:55 AM »
As I'm trying to do more and more DECORATE stuff from scratch I find I have more and more questions. Maybe others can use this thread for their questions about DECORATE as well! I'm sure I'll have more.

1) A_CustomMissile

Code: [Select]
A_CustomMissile (string missiletype[, float spawnheight[, int spawnofs_horiz[, angle angle[, int aimflags[, angle pitch]]]]])
What units are the angle and pitch expected in? Is angle 0-360 degrees or byte angles? What about pitch?


----------


2) goto +syntax

How does the + syntax work on goto? Is it advancing by LINE or by frames?

Here's a simple example
Code: [Select]
actor Blabla 69420
{
// some flags here
States
{
  Spawn:
  FRAM A 0 A_Look
  loop
  See:
  FRAM A 4
  FRAM A 8
  FRAM A 16
  FRAM A 64
  goto See+4 // WHERE DOES THIS JUMP TO?

// death etc here
}




More on the way I'm sure.

229
Help & Editing / Re: Ivory Pack Problems
« on: January 25, 2011, 01:36:43 PM »
Quote from: "BradeDude"
Hit add file again because you can add multiple wads if you didn't know already

Well if I wasn't already loading both roboenza-2.wad and the ivory pack then I wouldn't have any of the roboenza game logic or behavior (because it would lack the roboenz library)

Anyway, my point stands. Loading both roboenza and the ivory pack results in incorrect translations for some reason. Not sure why or how to fix

230
Help & Editing / Multiple obituaries?
« on: January 25, 2011, 09:34:00 AM »
How? (DECORATE obviously)

Is it possible? Is it better to just call ACS_Execute from Spawn and do it that way?

231
Help & Editing / Re: Ivory Pack Problems
« on: January 25, 2011, 09:31:32 AM »
Roboenza palette translation doesn't work right for some reason (any server)

Looks like infected are wielding ballade crackers instead of being zombies...

232
Mega Man Discussion / Re: ITT GIGA ROLL
« on: January 25, 2011, 05:45:15 AM »
C'mon you know you like Giant Kitty Roll!

(click to show/hide)

233
Mega Man Discussion / Re: ITT GIGA ROLL
« on: January 24, 2011, 11:06:05 PM »
Quote from: "Ivory"
Er. This has nothing to do with MM8BDM...

That's what you think!

234
Mega Man Discussion / ITT GIGA ROLL
« on: January 24, 2011, 10:19:50 PM »
(click to show/hide)

235
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: January 23, 2011, 01:23:05 AM »
How do I make sector-above-sector that allows free interaction between the upper and lower sectors!

236
Quote from: "DoomThroughDoom"
http://zdoom.org/wiki/HudMessage

Ahh I see.. I thought this was just for text

237
Help & Editing / Displaying graphics on screen? Menu system attempts...
« on: January 21, 2011, 02:11:56 PM »
Hi,

What's the best (or any) way to display graphics on screen?

I'm specifically interested in how things like Auto's training module are possible from MAP01

(click to show/hide)

238
MM8BDM Discussion / Re: Things about MM8BDM that bug you?
« on: January 20, 2011, 10:23:16 AM »
Every time I connect to a server in any mode I should get IGMETALBLADEWEP !


Also the launcher is good, maybe separate the server host features from the launcher itself.

Pharaoh shot is OP in deathmatch games. Any of the actors that inherit from MageStaffFX (dive missile, magnets) don't target enemies properly in team modes (or roboenza hehe) not sure how to fix that. Also not sure if the invisible ladders are fixable since they use the back side of ladder linedefs?? Oh well you guys know a lot more about this than me.

239
Help & Editing / Re: Issue with ANIMDEFS
« on: January 18, 2011, 11:33:27 PM »
looks like it should work, lol

i wonder though, about this here
Code: [Select]
Patch ELEC17, 0, 0
{
rotate 90
}

what does this actually mean? rotate by 90 degrees? are we sure that's 360 degrees or is it actually byte angle degrees??

i think you're better off just exporting whatever PNG graphical assets that is using, flip it in paint or the gimp or whatever and import it to your wad to use that way...

240
Skins & Bots etc / Roboenza compatibility?
« on: January 17, 2011, 10:48:20 AM »
I've got a bunch of sprites and they work in the game as actor NPCs. While the way to implement SKININFO seems straightforward I'm wondering how to make skins compatible with Roboenza mode?

How does MM8BDM in Roboenza mode know which pixels to change to which color? Is there a SetTranslation somewhere I'm not seeing?

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