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rabidrage

Can't make these burning barrels pushable for the life of me...

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So I'm thinking my problem stems from the fact that the mod I pulled them from has the flames spawn the barrel instead of vice-versa. If that's the case, I can fix it, it's just gonna be a pain in the ass. Hopefully someone here knows of an easier way. Here are the pieces of Decorate code that make these barrels:

actor BurningBarrel2 : BurningBarrel replaces BurningBarrel
{
  spawnid 149
  scale 0.50
  Renderstyle Translucent
  Alpha 0.5
  obituary "%o could have SWORE that wasn't destructive before..."
  health 20
  radius 16
  height 32
  activesound "props/fire"
  deathsound "world/barrelx"
  +SOLID
  +SHOOTABLE
  +PUSHABLE
  +NOBLOOD
  +DONTGIB
  +RANDOMIZE
  +NOICEDEATH
  -OLDRADIUSDMG
  states
  {
  spawn:
		BFIR A 0 bright A_LoopActiveSound
		BFIR A 0 bright A_SpawnItemEx ("BlankBarrel",0,0,0,0,0,0,0,0)
		BFIR A 3 bright A_LoopActiveSound
		BFIR B 3 bright A_LoopActiveSound
		BFIR C 3 bright A_LoopActiveSound
		BFIR D 3 bright A_LoopActiveSound
		BFIR E 3 bright A_LoopActiveSound
		Goto Spawn+2
	death:
		BFIR ABCDE 3 bright A_FadeOut (0.1)
		stop
	}
}

actor BlankBarrel
{
	scale 0.75
	health 20
	Height 34
	Radius 16
	Speed 2
	Mass 100
	monster 
	-ismonster
	+ghost
	+AMBUSH
	+NOBLOOD
	+lookallaround
	Pushfactor 0.25
	deathsound "world/barrelx"
	Obituary "$OB_BARREL" // "%o went boom."
	activesound "props/fire"
	+SOLID
	+SHOOTABLE
	+PUSHABLE
	+NOBLOOD
	+ACTIVATEMCROSS
	+DONTGIB
	+NOICEDEATH
	states
	{
	Spawn:
		FCAN A -1 A_LoopActiveSound
		Stop
	death:
		FCAN A 5 bright A_LoopActiveSound
		TNT1 A 0 bright A_Scream
		TNT1 A 0 bright A_SpawnItemEx ("64BarrelExplosion",0,0,25,0,0,0,0,0)
		TNT1 A 0 bright A_Explode
		TNT1 A 0 bright A_SetTranslucent (0)
		TNT1 A 0 A_BarrelDestroy
		TNT1 A 0 A_Respawn
	}
}

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You are spawning the Blankbarrel, which itself is solid, into your solid BurningBarrel2, i.e. they block each other. That's why you cannot push it.


But even if it's pushable, you won't be able to push the flames along if they are separate actors.

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Weird! Hmm...I'll fix that first part and then see what I can do about the second part. Thanks!

Okay, so I made the first actor not solid, and the flames do go with the barrel--but the whole thing goes flying way faster and farther than regular barrels when those are pushed. What's up with that now?

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rabidrage said:

but the whole thing goes flying way faster and farther than regular barrels when those are pushed.

It depends on their "mass" and/or "pushfactor" properties.

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If a thing doesn't have PUSHABLE flag, its mass doesn't have any effect on WHETHER the thing will be pushable or not (it just won't be pushable, period). But if the thing has PUSHABLE flag, its mass does have effect on HOW EASILY the thing will be pushable.

And just to be clear, "pushable" in this context refers just to being pushable by collision with a moving player or another moving solid thing, not to being pushable by taking damage due to being hit by a hitscan or projectile attack or by an explosion. The latter is also affected by the thing's mass, but doesn't have anything to do with pushfactor property or PUSHABLE flag.

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