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Author Topic: The "How do I make a weapon do that?" thread  (Read 91841 times)

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October 07, 2011, 04:32:55 PM
Reply #90

Offline BiscuitSlash

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Re: The "How do I make a weapon do that?" thread
« Reply #90 on: October 07, 2011, 04:32:55 PM »
Even with the radius thrust removed, it still does damage. It seems that it does exactly 41% damage. I really don't think it's caused by that radius thrust, ripper damage, ripper flag, or anything like that.

EDIT: Okay, so after I removed the MageStaff tracking and the +SeekerMissile flag, the weapon is no longer doing any damage at all! The downside? It has no homing capabilities! Help?

October 08, 2011, 07:52:38 PM
Reply #91

Offline Trollman

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Re: The "How do I make a weapon do that?" thread
« Reply #91 on: October 08, 2011, 07:52:38 PM »
Does adding the seekermissile flag make it do damage?

October 08, 2011, 08:29:03 PM
Reply #92

Offline BiscuitSlash

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Re: The "How do I make a weapon do that?" thread
« Reply #92 on: October 08, 2011, 08:29:03 PM »
Nope, it doesn't change anything. It seems like it definitely the MageStaffTrack thing, but that's what I need to make it home in.

October 08, 2011, 08:37:03 PM
Reply #93

Offline Gummywormz

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Re: The "How do I make a weapon do that?" thread
« Reply #93 on: October 08, 2011, 08:37:03 PM »

October 09, 2011, 03:08:28 PM
Reply #94

Offline BiscuitSlash

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Re: The "How do I make a weapon do that?" thread
« Reply #94 on: October 09, 2011, 03:08:28 PM »
Well, it doesn't work that well compared to mage staff tracking, but I guess it will have to do. Just gotta tweak it a lot. Thanks gummywormz!

October 12, 2011, 03:08:26 AM
Reply #95

Offline DarkAura

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Re: The "How do I make a weapon do that?" thread
« Reply #95 on: October 12, 2011, 03:08:26 AM »
Aura - Is it possible to code a projectile (ex. a large meteor) to make it create an earthquake when it dies, or would it have to be scripted into the level itself?

October 12, 2011, 03:19:59 AM
Reply #96

Offline Gummywormz

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Pepole, the zdoom wiki exists for a reason.
« Reply #96 on: October 12, 2011, 03:19:59 AM »

October 12, 2011, 03:37:38 AM
Reply #97

Offline DarkAura

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Re: The "How do I make a weapon do that?" thread
« Reply #97 on: October 12, 2011, 03:37:38 AM »
Aura - I think I tried putting in A_Quake before. It wouldn't appear highlighted in the script and it comes up:
Script error, "MeteorTest.wad:DECORATE" line 96:
Invalid state parameter a_quake

when I try to load it.

Code: [Select]
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.

October 12, 2011, 03:50:00 AM
Reply #98

Offline Gummywormz

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Re: The "How do I make a weapon do that?" thread
« Reply #98 on: October 12, 2011, 03:50:00 AM »
I think actors can call acs stuff directly so try: http://zdoom.org/wiki/Radius_Quake

October 12, 2011, 04:23:04 AM
Reply #99

Offline DarkAura

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Re: The "How do I make a weapon do that?" thread
« Reply #99 on: October 12, 2011, 04:23:04 AM »
Aura - Okay, let's see:
Code: [Select]
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
}
}
Code: [Select]
#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.
Everytime the meteor hits, "P_StartScript: Unknown Script 1" pops up.

October 12, 2011, 04:40:45 AM
Reply #100

Offline Gummywormz

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Re: The "How do I make a weapon do that?" thread
« Reply #100 on: October 12, 2011, 04:40:45 AM »
Firstly the script type must be (void) in order for it to be called properly. Secondly, try it like this:

Code: [Select]
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
}
}

October 12, 2011, 04:55:18 AM
Reply #101

Offline DarkAura

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Re: The "How do I make a weapon do that?" thread
« Reply #101 on: October 12, 2011, 04:55:18 AM »
Aura - Still nothing...

October 12, 2011, 11:31:18 PM
Reply #102

Offline xColdxFusionx

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Re: The "How do I make a weapon do that?" thread
« Reply #102 on: October 12, 2011, 11:31:18 PM »
Script 1 is usually reserved for map scripts. May I suggest using a different, higher script number? Perhaps 110 or so?

October 21, 2011, 12:43:05 AM
Reply #103

Offline TorchMan19

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Re: The "How do I make a weapon do that?" thread
« Reply #103 on: October 21, 2011, 12:43:05 AM »
How do i make a weapon fall down? Im working on Trap buster.

October 21, 2011, 12:46:02 AM
Reply #104

Offline Korby

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Re: The "How do I make a weapon do that?" thread
« Reply #104 on: October 21, 2011, 12:46:02 AM »
Define "fall down."
Perhaps you just want -NOGRAVITY on your projectile.