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gemini09
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Posts: 1162
Registered: 04-03


Hey.

I'm using GZDoom, and I'm editing some custom weapons.

I grabbed RepeaterZombie and PlamaRifle from Realm667. The RepeaterZombie actor has a state where his weapon vents out steam. I would like to copy that behavior to the Plasma Rifle player weapon.

But I can't spot where in the RepeaterZombie decorate code it points to this steam state.

Here is the decorate code:

http://pastebin.com/Z4wnSB3V

and I would like help with implementing that steam state to my Plasma rifle weapon. :)

Old Post 06-15-13 21:09 #
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Obsidian
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It looks like you need to use the "Spindown" and "Overheat" states, Spindown being for after moderate bursts and Overheat being if you don't stop shooting.

Old Post 06-15-13 23:17 #
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gemini09
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I started by pasting the steam code right into the Plasma Rifle player weapon.

http://pastebin.com/d8Xg9CGv

It's at the very bottom.

With the code for the steam state in place, what instructions should I give in order for the player weapon to visit this state?

Old Post 06-16-13 21:55 #
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gemini09
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I got it working with A_Firecustommissile.

It uses ammo, however. How can that be prevented?

Old Post 06-17-13 20:47 #
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GreyGhost
Why don't I have a custom title by now?!


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Check your custom missile's "useammo" parameter.

Old Post 06-18-13 03:00 #
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gemini09
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Only the Plasma rifle contains Useammo and that's Weapon.useammo. The plasma and steam projectiles don't. But I guess it's fine as is. It will still work.. :)

Moving on, could I somehow prevent a custom enemy from taking any fall damage?

It has 3000 health, but dies instantly when falling from 384 in height.

Old Post 06-19-13 22:54 #
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Blue Shadow
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gemini09 said:
could I somehow prevent a custom enemy from taking any fall damage?

Unless the MonsterFallingDamage MAPINFO flag is enabled for the map, monsters shouldn't take any falling damage. So, disable that. However, if you're only interested in making this particular enemy to be immune to falling damage, then use the DamageFactor actor property like this:

code:
DamageFactor "Falling", 0

Old Post 06-21-13 06:06 #
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gemini09
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Thank you very much.

Old Post 06-22-13 03:44 #
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gemini09
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The vertical auto-aim isn't working quite properly...

http://imgur.com/lxkX2cE

The custom plasmaball has the same size (height and radius) as the original plasmaball, but the speed is 170 instead of 25. Could that be the cause of this poor auto-aiming?

Old Post 06-23-13 12:42 #
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Blue Shadow
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Can we see the code for the weapon and projectile?

Old Post 06-23-13 13:40 #
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gemini09
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I thought I posted it earlier. :)

http://pastebin.com/tqhVW6M5

Old Post 06-23-13 13:46 #
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TheDarkArchon
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gemini09 said:
The custom plasmaball has the same size (height and radius) as the original plasmaball, but the speed is 170 instead of 25. Could that be the cause of this poor auto-aiming? [/B]


Yes. You need to have the projectile inherit from FastProjectile to get fast projectiles (~60+) to work properly.

Old Post 06-23-13 14:26 #
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gemini09
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Posts: 1162
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Hey again.

I hope you guys can help with yet another weapon.

This is the weapon in question;

http://realm667.com/index.php/compo...nuclear-missile

and this just the decorate code for it:

http://pastebin.com/RXmkeCqX

After the missile strikes, it sends a shockwave of flame actors/ sprites. These flame actors climb onto higher floors (IE a wall made up of a sector at say 64 units tall), and they go on endlessly until they reach a single linedef wall.

I would like to:

1. Prevent flame actors from climbing on walls, and instead just collide and "die".

2. Cut down on the amount of time these flame actors stay alive. I think that if they traveled for a distance of around 512 map units (provided they didn't collide on any walls), it would suffice.

I've modified its GL light effects, damage, and such, but I don't know when it comes to these two tasks.

Here it is illustrated: http://imgur.com/taFsWrW,qn6RhTa,9d...dp9LB,pwJE8eQ#0

Last edited by gemini09 on 08-22-13 at 14:21

Old Post 08-19-13 22:03 #
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