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Darch

Can I set gravity to the Arch Vile attack? (Dehacked)

Question

I'm trying to make an Arch Vile attack that leaves an object behind. The problem is, this object is not subjected to gravity. I've removed the gravity state with Whacked and added an object after it's last frame (tall lamp, just for testing) and sometimes it's spawns on air and even inside the ground. 

 

Here's the code:

 

Thing 5 (Archvile attack)
Bits = NOBLOCKMAP+TRANSLUCENT

 

Frame 310 // (vile attack last frame)
Next frame = 442 // (tall lamp first frame)

 

My test wad is also attached if someone can take a look, thanks

fire test.rar

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Give the archvile fire thing a height of 0 and it will "place" the object where the player is standing.

 

Just an FYI tho that keeping it translucent means the thing that it "spawns" will also be translucent.

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9 hours ago, maxmanium said:

Give the archvile fire thing a height of 0 and it will "place" the object where the player is standing.

 

Just an FYI tho that keeping it translucent means the thing that it "spawns" will also be translucent.

That helps, thank you. Unfortunately it still has no gravity. So, if I'm standing on a higher floor when Arch Vile starts his attack, then go down in the middle of it, the object will still be spawned in the air. 

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On 10/28/2021 at 4:40 PM, Darch said:

That helps, thank you. Unfortunately it still has no gravity. So, if I'm standing on a higher floor when Arch Vile starts his attack, then go down in the middle of it, the object will still be spawned in the air. 

You won't be able to make it smoothly fall like a projectile I don't think, but I reckon by setting speed to 0 and ending the frame sequence using two codepointer frames -- one with the lookout action followed by one looping with the walk action -- you'll be able to get it to snap to the ground.

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On 10/29/2021 at 3:07 PM, holaareola said:

You won't be able to make it smoothly fall like a projectile I don't think, but I reckon by setting speed to 0 and ending the frame sequence using two codepointer frames -- one with the lookout action followed by one looping with the walk action -- you'll be able to get it to snap to the ground.

That would be perfect, can you show me how to do it?

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Updated the file. Why it wasn't working before is that except for objects in motion, my understanding is a Doom object only 'thinks' and updates itself on the frame states that run code functions (e.g. the two familiar marching on the spot frames run the 'look for players' function). So the problem was that the fire was left in the exact state it was in the moment the spawning archvile finished its attack sequence (the vile attack functions update the fire position), since it had no code frames or momentum.

 

To change this, the end of the fire sequence now points to frame 777 which loops on the walking code pointer and updates their z position, but since the speed of archvile fire is set to 0, they don't actually move on the x y axes.

firetest.zip

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Awesome! Thank you very much, @holaareola. The biggest issue (object spawning on air) is solved, but we still got the object inside the floor if we go to a higher floor after the fire sequence starts. Is this also fixable?

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Happy to help. Inside the floor huh, do you mean if you're riding a lift or something while being attacked? Not sure on how to reproduce.

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48 minutes ago, holaareola said:

Happy to help. Inside the floor huh, do you mean if you're riding a lift or something while being attacked? Not sure on how to reproduce.

Exactly. In the test map, if go up the stairs after Arch Vile starts its attack, sometimes the lamp will be spawned inside the floor, at the same height you were when attack started.

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On 11/9/2021 at 5:45 PM, holaareola said:

Weird, I can't reproduce this. Tried in Crispy, Choco and GZDoom. What port are you using?

I'm using ZDoom 8.1 and PRBoom 2.5.1.5

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