[an error occurred while processing this directive]
So I've made the the gib work but.... - http://www.doomworld.com Forums


Original message

ViperBoy



viperboy@zybermail.dk
40097719
212.54.69.192

"So I've made the the gib work but...." , posted Sun 21 Jan 09:35user profileedit/delete messagepost reply


... when they appear they land on the same place (relative to the monster that spawns it) - it doesn't fly in random directions... does anybody know how to fix this ?

(i posted a message about this subject earlier)

-_-_-_-_-_- ViperBoy -_-_-_-_-_-_-

Check my DooM site at
http://www.viperboy.org
- and don't forget to sign the GuestBook

-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

 


Replies:

Fanatic

marcpullen@mindspring.com
209.86.21.193

"Re(1):So I've made the the gib work but...." , posted Mon 22 Jan 17:40user profileedit/delete messagepost reply


Use the bounce specials and speed to make them move about.

Go to http//edge.sourceforge.net and look at the DDF documentation for more on what you can use.

-Marc
http://www.doomworld.com/fanatic

 

sirgalahadwizar



sirgalahadwizard@hotmail.com
45229070
131.230.139.165

"Re(1):So I've made the the gib work but...." , posted Mon 22 Jan 12:32user profileedit/delete messagepost reply


Well, I don't know about triple spawner, but usually I just use a normal, projectile attack.

I make it gravity-effected (ie, don't use nogravity), and i put the attack angle in a very wide cone (slope_offset=90; accuracy_angle=90; accuracy_slope=45;)

And usually i use 2 different attacks so that it can go in all directions (for some reason it screws up when any accuracy value exceeds 90, may want to do 80 just to be safe).

You can use the randomjump mechanism to pick a gib graphic at random (use randomjump and have that sequence of flying gibs refer back to the starting state):

// 1/3 chance it will go into any of these phases and stay there
states(idle)=gib1:a:0:normal:randomjump:85:5,
gib1:a:0:normal:randomjump:85:7,
gib1:a:2:normal:nothing,
gib1:b:2:normal:nothing,
gib1:c:2:normal:nothing,#idle:3,
gib1:d:2:normal:nothing,
gib1:e:2:normal:nothing,
gib1:f:2:normal:nothing,#idle:6,
blah, blah, blah...

and put a FUSE=0.4; so that it dies at about the same time it would normally hit the ground (make the death sequence like a pool of blood or standard gibs or something).

Experiment a little with the logic center of your brain before a zombie eats it.

 

 

ViperBoy



viperboy@zybermail.dk
40097719
213.237.22.254

"Re(2):So I've made the the gib work but...." , posted Tue 23 Jan 06:13:user profileedit/delete messagepost reply


Thanx... But I've found a better of getting rid of the sprite.
I drew an animation of 4 pictures that make the gib rotate (a heart for example). Then I made a 5th picture of that heart, collapsed and thanx to my "brilliance" that fifth picture is only used when it hits the ground. Plus I can add a nice "prrfft!" sound for that same ocation...

BTW: Maybe you'd like to check out a mod I'm developing ?

-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Bone Match: http://www.viperboy.org
- and upcoming DooM mod
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

[this message was edited by ViperBoy on Tue 23 Jan 06:21]

 

 

sirgalahadwizar



sirgalahadwizard@hotmail.com
45229070
131.230.135.240

"Re(3):So I've made the the gib work but...." , posted Tue 23 Jan 08:18user profileedit/delete messagepost reply


Well, my method was only for if you wanted to save time and have only one attack defined for gibs (and let the randomjump operation takeover, just call this attack multiple times and a heart is bound to pop out [but maybe two heads!]).

How <DID> you get the sprites to instantly die when they hit the ground? Did you keep them as non-bouncing missiles? Didn't know edge had a funtion to make something change when it hit the ground (did v1.25 get released and i didn't know about it?)

Experiment a little with the logic center of your brain before a zombie eats it.

 

 

Fanatic

marcpullen@mindspring.com
207.69.7.58

"Re(4):So I've made the the gib work but...." , posted Tue 23 Jan 20:18user profileedit/delete messagepost reply


Did you check the MAKEDEAD pointer? That's one way, put that in the bounce states, or use a #DEATH redirector at the end of the BOUNCE states.

-Marc
http://www.doomworld.com/fanatic

 

 

ViperBoy



viperboy@zybermail.dk
40097719
213.237.22.207

"Re(5):So I've made the the gib work but...." , posted Wed 24 Jan 04:48:user profileedit/delete messagepost reply


I didn't use any redirectors or makedead thingies... should I tell everyone my "secret" ???

-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Bone Match: http://www.viperboy.org
- and upcoming DooM mod
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

[this message was edited by ViperBoy on Wed 24 Jan 04:52]

 

 

sirgalahadwizar



sirgalahadwizard@hotmail.com
45229070
131.230.135.241

"Re(6):So I've made the the gib work but...." , posted Fri 26 Jan 08:12user profileedit/delete messagepost reply


lemme guess, fairy dust?

Experiment a little with the logic center of your brain before a zombie eats it.

 

 

Fanatic

marcpullen@mindspring.com
207.69.7.58

"Re(6):So I've made the the gib work but...." , posted Wed 24 Jan 06:48user profileedit/delete messagepost reply


Sure.

-Marc
http://www.doomworld.com/fanatic