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Gokuma

Strife Burn/Disintegration death working for DoomPlayer BUT another problem still

Question

Keeping dying normal death and normal gib frames.

 

First I tried:

ACTOR MyDOOMPlayer : DoomPlayer replaces DoomPlayer
{
    States
    {
    Burn:
        BURN A 3 Bright A_ItBurnsItBurns
        BURN B 3 Bright A_DropFire
        BURN C 3 Bright A_Wander
        BURN D 3 Bright A_NoBlocking
        BURN E 5 Bright A_DropFire
        BURN FGH 5 Bright A_Wander
        BURN I 5 Bright A_DropFire
        BURN JKL 5 Bright A_Wander
        BURN M 5 Bright A_DropFire
        BURN N 5 Bright A_CrispyPlayer
        BURN OPQPQ 5 Bright
        BURN RSTU 7 Bright
        BURN V -1
        Stop
    Disintegrate:
        DISR A 5 A_PlaySoundEx("misc/disruptordeath", "Voice")
        DISR BC 5
        DISR D 5 A_NoBlocking
        DISR EF 5
        DISR GHIJ 4
        MEAT D -1
        Stop
    Firehands:
        WAVE ABCD 3
        Loop
    Firehandslower:
        WAVE ABCD 3
        Loop
    }
}

 

So then I tried:

ACTOR MyDOOMPlayer : StrifePlayer replaces DoomPlayer
{
    Radius 16
    MaxStepHeight 24
        CrushPainSound "*pain100"
    Player.DisplayName "Marine"
    Player.CrouchSprite "PLYC"
    Player.StartItem "Pistol"
    Player.StartItem "Fist"
    Player.StartItem "Clip", 100
    Player.RunHealth 0
    Player.WeaponSlot 1, Fist, Chainsaw
    Player.WeaponSlot 2, Pistol
    Player.WeaponSlot 3, Shotgun, SuperShotgun
    Player.WeaponSlot 4, Chaingun, Minigun
    Player.WeaponSlot 5, RocketLauncher, GrenadeLauncher
    Player.WeaponSlot 6, PlasmaRifle, Railgun
    Player.WeaponSlot 7, BFG9000, BFG10K
    Player.WeaponSlot 8, ScorpSpear
    
    Player.ColorRange 112, 127
    Player.Colorset 0, "Green",            0x70, 0x7F,  0x72
    Player.Colorset 1, "Gray",            0x60, 0x6F,  0x62
    Player.Colorset 2, "Brown",            0x40, 0x4F,  0x42
    Player.Colorset 3, "Red",            0x20, 0x2F,  0x22
    Player.Colorset 4, "Light Gray",    0x58, 0x67,  0x5A
    Player.Colorset 5, "Light Brown",    0x38, 0x47,  0x3A
    Player.Colorset 6, "Light Red",        0xB0, 0xBF,  0xB2
    Player.Colorset 7, "Light Blue",    0xC0, 0xCF,  0xC2
    States
    {
    Spawn:
        PLAY A -1
        Loop
    See:
        PLAY ABCD 4
        Loop
    Missile:
        PLAY E 12
        Goto Spawn
    Melee:
        PLAY F 6 BRIGHT
        Goto Missile
    Pain:
        PLAY G 4
        PLAY G 4 A_Pain
        Goto Spawn
    Death:
        PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
    Death1:
        PLAY H 10
        PLAY I 10 A_PlayerScream
        PLAY J 10 A_NoBlocking
        PLAY KLM 10
        PLAY N -1
        Stop
    XDeath:
        PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
    XDeath1:
        PLAY O 5
        PLAY P 5 A_XScream
        PLAY Q 5 A_NoBlocking
        PLAY RSTUV 5
        PLAY W -1
        Stop
    AltSkinDeath:
        PLAY H 6
        PLAY I 6 A_PlayerScream
        PLAY JK 6
        PLAY L 6 A_NoBlocking
        PLAY MNO 6
        PLAY P -1
        Stop
    AltSkinXDeath:
        PLAY Q 5 A_PlayerScream
        PLAY R 0 A_NoBlocking
        PLAY R 5 A_SkullPop
        PLAY STUVWX 5
        PLAY Y -1
        Stop
    Burn:
        BURN A 3 Bright A_ItBurnsItBurns
        BURN B 3 Bright A_DropFire
        BURN C 3 Bright A_Wander
        BURN D 3 Bright A_NoBlocking
        BURN E 5 Bright A_DropFire
        BURN FGH 5 Bright A_Wander
        BURN I 5 Bright A_DropFire
        BURN JKL 5 Bright A_Wander
        BURN M 5 Bright A_DropFire
        BURN N 5 Bright A_CrispyPlayer
        BURN OPQPQ 5 Bright
        BURN RSTU 7 Bright
        BURN V -1
        Stop
    Disintegrate:
        DISR A 5 A_PlaySoundEx("misc/disruptordeath", "Voice")
        DISR BC 5
        DISR D 5 A_NoBlocking
        DISR EF 5
        DISR GHIJ 4
        MEAT D -1
        Stop
    Firehands:
        WAVE ABCD 3
        Loop
    Firehandslower:
        WAVE ABCD 3 A_HandLower
        Loop
    }
}
Edited by Gokuma

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7 answers to this question

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  • 1

Got it working, thanks to Nevander posting this for something else:

gameinfo { playerclasses = "NewDoomPlayer" }

to set a new player class as the only class.

 

So I did that.  And just cut off the "replaces DoomPlayer" from the new actor.

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Already did.   IceDeath works fine for anyone, while Disintegration and Burn work fine for any enemies I give the frames to but not the player.

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I haven't touched ZDoom scripting in ages so I'm probably not the right person to answer. But have you tried Death.Disintegrate, and Death.Burn respectively as your state names already?

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Thanks but just tried those as well as Death1.Burn and Death1.Disintegrate.   Still no luck.

 

Also just a note on the stuff I first posted.   For Zandronum to run and not throw an error, in the shorter example of just inheriting DoomPlayer to replace it, you can't have the two code pointers that need to be inherited from StrifePlayer so I was using the enemy version of burn death with A_PlaySoundEx("human/imonfire", "Voice") instead of A_ItBurnsItBurns and with A_CrispyPlayer just deleted.

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Ran into another problem.   Skin wads wouldn't work with this.   So I inherited the DoomPlayer instead of Strife.   Changed the player burn frames to enemy burn frames which is simply changes A_ItBurnsItBurns to A_PlaySoundEx("human/imonfire", "Voice") and removes A_CrispyPlayer, since those two code pointers require you to inherit the StrifePlayer.    Fortunately with the new player class being added and set as the only class, my original intention of the DoomPlayer having these custom deaths works.

 

The problem seems to be that you either can't have Skins when inheriting the StrifePlayer or you can't have a burning player see their helpless waving burning hands when inheriting the DoomPlayer.  If I can't have both, having Skins work is the easy choice.    Can't find anything for player actors that either allows or disallows skins and just seems to be a totally unspecified hardcoded thing native to certain Player actors.

 

Either way I have the hands lower pointer removed from the FireHandsLower frames and added a final frame of just black charred hands still up (pretty morbid eh?).

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