AJOgames Posted May 9, 2019 Is there a way to recreate the jump pads from Rise Of The Triad for GZdoom? 0 Share this post Link to post
0 AJOgames Posted May 10, 2019 Thanks, but How would I be able to make this affect both player and enemy? In ROTT, if the player stood on a jump-pad, they would be shot up into the air, if an enemy did the same thing and stood on a jump-pad, the same thing would happen to them. This is the decorate script I wrote, do you think it would work? ___________________ ACTOR JumpPad 17014 { Radius 35 Height 5 Mass 500 scale 1.5 Speed 0 PainChance 0 MeleeDamage 0 Meleerange 10 Monster +FLOORCLip +NoBlood +LOOKALLAROUND +DONTBLAST +NORADIUSDMG +ACTLIKEBRIDGE +DONTRIP +Invulnerable States { Spawn: JPPD A 1 goto see See: JPPD A 1 JPPD A 0 A_Jumpifcloser(10, "Melee", True) LOOP Melee: JPPD A 0 A_FaceTarget JPPD A 1 A_ChangeVelocity(0, 0, 240,) JPPD BCDEFGHI 0 JPPD HGFEDCBA 1 Goto See Pain: JPPD A 0 A_Pain Goto See Death: TNT1 A 0 A_Scream Stop } } 0 Share this post Link to post
0 Empyre Posted May 10, 2019 1 hour ago, AJOgames said: Thanks, but How would I be able to make this affect both player and enemy? In ROTT, if the player stood on a jump-pad, they would be shot up into the air, if an enemy did the same thing and stood on a jump-pad, the same thing would happen to them. This is the decorate script I wrote, do you think it would work? ___________________ ACTOR JumpPad 17014 { Radius 35 Height 5 Mass 500 scale 1.5 Speed 0 PainChance 0 MeleeDamage 0 Meleerange 10 Monster +FLOORCLip +NoBlood +LOOKALLAROUND +DONTBLAST +NORADIUSDMG +ACTLIKEBRIDGE +DONTRIP +Invulnerable States { Spawn: JPPD A 1 goto see See: JPPD A 1 JPPD A 0 A_Jumpifcloser(10, "Melee", True) LOOP Melee: JPPD A 0 A_FaceTarget JPPD A 1 A_ChangeVelocity(0, 0, 240,) JPPD BCDEFGHI 0 JPPD HGFEDCBA 1 Goto See Pain: JPPD A 0 A_Pain Goto See Death: TNT1 A 0 A_Scream Stop } } I already answered in the other thread, but I will add here that I think this code would make the jump pad itself fly up into the air really really fast, 240 units per tic, or 240 units per tic * 35 tics per second = 8400 units per second. 0 Share this post Link to post
0 AJOgames Posted May 11, 2019 That's true, I have since changed it a bit, and added the +FloorHugger special, which in theory should prevent the jump-pad itself from going up into the air, since the special basically "glues" the actor to the floor, I might add A_Gravity at some point, but for know, heres the new decorate. ACTOR JumpPad 17014 { Radius 35 Height 5 Mass 500 scale 1.5 Speed 0 PainChance 0 MeleeDamage 0 Meleerange 10 Monster +FLOORCLip +NoBlood +LOOKALLAROUND +DONTBLAST +NORADIUSDMG +FloorHugger +ACTLIKEBRIDGE +DONTRIP +Invulnerable States { Spawn: JPPD A 1 goto see See: JPPD A 1 JPPD A 0 A_Jumpifcloser(10, "Melee", True) LOOP Melee: JPPD A 0 A_FaceTarget JPPD A 1 A_ChangeVelocity(0, 0, 20, CVF_REPLACE) JPPD BCDEFGHI 0 JPPD HGFEDCBA 1 Goto See Pain: JPPD A 0 A_Pain Goto See Death: TNT1 A 0 A_Scream Stop } } 0 Share this post Link to post
0 Empyre Posted May 11, 2019 You still have it trying to launch itself with A_ChangeVelocity. You need to have it give its target a custom inventory item that would then call A_ChangeVelocity. 0 Share this post Link to post
0 Kappes Buur Posted May 14, 2019 Another solution would be to use ThrustThingZ, plus, if the jumppad is a 3D construct it could be used in conjunction with GetActorFloorZ with a simple script. For example: script 2 (void) // fixed GetActorFloorZ (int tid) // 128:ThrustThingZ (tid, force, up/down, set/add); { if (GetActorFloorZ (0) >= 128) { if(lineside() == LINE_FRONT) { ThrustThingZ (0, 200, 0, 0); } } } Spoiler 0 Share this post Link to post
0 AJOgames Posted May 15, 2019 16 hours ago, Kappes Buur said: Another solution would be to use ThrustThingZ, plus, if the jumppad is a 3D construct it could be used in conjunction with GetActorFloorZ with a simple script. For example: script 2 (void) // fixed GetActorFloorZ (int tid) // 128:ThrustThingZ (tid, force, up/down, set/add); { if (GetActorFloorZ (0) >= 128) { if(lineside() == LINE_FRONT) { ThrustThingZ (0, 200, 0, 0); } } } Hide contents Thank you, seems very interesting what you did here, right now I'm working with sprite-based at the moment, but might move on to 3D constructs/floors later on. 0 Share this post Link to post
0 Kappes Buur Posted May 15, 2019 And one more solution would be to use thing type 9999 (Actor Hits Floor) and thing type 9998 (Actor Enters Sector) and attach action specials 72 and 128 to them. Either singly or both, depending on which direction and angle to jump. For example: Spoiler Spoiler 0 Share this post Link to post
0 AJOgames Posted May 15, 2019 17 hours ago, Kappes Buur said: And one more solution would be to use thing type 9999 (Actor Hits Floor) and thing type 9998 (Actor Enters Sector) and attach action specials 72 and 128 to them. Either singly or both, depending on which direction and angle to jump. For example: Reveal hidden contents Reveal hidden contents Thanks, this actually worked, but enemies aren't really affected, is it possible to add multiple thing tags? 0 Share this post Link to post
Is there a way to recreate the jump pads from Rise Of The Triad for GZdoom?
Share this post
Link to post