Mechadon
Senior Member

Posts: 1787
Registered: 12-06 |
Thanks for all the input so far guys!
printz said:
5. How are you going to set the spawn-spot to be the player? Maybe you can turn the MT_SPAWNSHOT Dehacked slot into a no-clipping unshootable monster that clings on the player. Give it undamaging melee states to make sure it stays stuck to the player!
Whoa, that is an interesting idea! If we can get this working then hey, you certainly get the credit for it. I would never have thought to try that.
I don't mean to jump the gun on Xaser here, but I went ahead and did a quick experiment using printz's method.
http://mekworx.phenomer.net/mekastu...sspittest_2.wad
The red column is basically the unshootable, no-clipping monster which takes the slot of the spawn spot thing. Currently it's visible and untouchable just so I could see how it moves around. It calls a NULL melee state every 1 tic so it will stick to the player.
So...it sorta works. The spawn spot "column" does move around and "stick" to the player and the new projectile (using the BossSpit codepointer) will fire towards the moving spot. But as andrewj predicted, there's a whole fuckton of bouncing around going on as the spawn spot tries to track the player. When it does manage to stick to the player, it won't always align itself well enough. So the projectile doesn't have the greatest accuracy. And that's if you stand still :P.
If there's a way to make the spawn spot stick to the player in a much tighter fashion then this might actually work in a half decent manner. What I setup is really just a quick experiment. I didn't play around with the numbers too much so there's definitely room for improvement. Perhaps you can get it to work better Xaser? This sort of logic and behavior creation is far from my forte, heh.
For my uses though, the new projectile I have in mind is something that's going to be used for a boss. So it will probably be fairly large and fast moving. If the tracking objects can be tightened up, it might work pretty well. This is also good as it won't be used very often (maybe one or two maps max) so I can control other factors that might break the behavior. Concerning COOP, if there is any way to get that to work then that would be a plus. The project in question is going to be first and foremost singleplayer though.
printz said:
UNFORTUNATELY, I believe it will also make the projectile explode from inside shootable monster's body unless that monster is short enough...
I decided to give the test wad a run in ZDoom and this is exactly what happens. The projectile kept exploding inside of the Baron before it would fire towards the spawn spot. In PrBoom+ and Eternity though, this doesn't happen.
Quasar said:
Please also be aware that monster and projectile logic are incompatible. If you try to create a missile without the MF_NOBLOCKMAP flag, that missile will corrupt every blockmap cell's thing list that it is attached to, and if that thing is later freed, the game may crash if anything else moves into or out of that blockmap cell, or that blockmap cell is part of a moving sector, or is subject to an explosion.
Yipes, that doesn't sound good at all :(. Is there any way I can control or get around this limitation? (doesn't sound like it though)
Gez said:
Ah, if only there were some source ports around where you could create new actors instead of having to coerce dehacked into doing the impossible...
But Gez, that would be too easy! :P
Actually I choose Boom compatibility for the nice balance of features, simplicity, and portability. There were many times were I thought about using a more advanced sourceport. But I can't even make a map without getting stupidly more complex than needed, so feature creep by using a more advanced port would probably kill me.
Last edited by Mechadon on 01-26-12 at 21:15
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