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Mewdoom

Zdoom - how to fix the collision detection on walls ?

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I found the solution, so here it is if that can help others :)

because they dont have target, A_CustomMissile must be call with the flag: CMF_AIMDIRECTION

As for the bug for the item spawned with A_SpawnItemEx that doesnt appear in the Spawn state, it was because the tic was not enough high. So instead of

Actor Archvile_DamageSpawn
{

+NoBlockMap
+Painless
+BloodlessImpact
+Missile
+DropOff
States
{

Death:
TNT1 A 10 Bright A_CustomMissile("Archvile_HellFireBurnDamage", 0, 0, 0)
TNT1 A 10 Bright A_CustomMissile("Archvile_HellFireBurnDamage", 0, 0, 0)
TNT1 A 10 Bright A_CustomMissile("Archvile_HellFireBurnDamage", 0, 0, 0)

}
}

You can use:

Actor Archvile_DamageSpawn
{

States
{
Spawn:
TNT1 A 1
TNT1 A 10 Bright A_CustomMissile("Archvile_HellFireBurnDamage", 0, 0, 0)
TNT1 A 10 Bright A_CustomMissile("Archvile_HellFireBurnDamage", 0, 0, 0)
TNT1 A 10 Bright A_CustomMissile("Archvile_HellFireBurnDamage", 0, 0, 0)

Stop

}
}

scifista42 said:

Actually (and somewhat counter-intuitively), a missile's target is the actor who fired the missile (if it was fired by A_CustomMissile or another specifically projectile-firing function, but not if it was fired by a generic actor spawning function like A_SpawnItemEx).

EDIT:
Yeah, that explains why the fire doesn't spawn - the monster has no target yet, therefore A_CustomMissile wouldn't fire anything. The CMF_AIMDIRECTION flag for A_CustomMissile should allow firing missiles without having a target. In fact, you should make the custom fire spawners use the flag too in their calls of A_CustomMissile.


That is exactly what I found, thanks for your help :)

I still get confuse about theses pointers..

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scifista42 said:

What if you try number "44.0" instead of "44" (as 44 might actually mean 44/65536 map units above the ground, not 44 map units above the ground)?

Decorate is not ACS, and does not care what the value is in as it has a near complete understanding of what the intended value is. In fact, everything in decorate is technically a string, and is all translated into the intended type on pre-process.

44 and 44.0 are thus the exact same number.

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Edward850 said:

Decorate is not ACS, and does not care what the value is in as it has a near complete understanding of what the intended value is. In fact, everything in decorate is technically a string, and is all translated into the intended type on pre-process.

44 and 44.0 are thus the exact same number.


That's mean: DamageType "HellFire" is the same as: DamageType HellFire

?

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Correct, however it's best to always obey the logical syntax, as that ensures best forward compatibility. Doing something like "DamageType" Hellfire, while it'll work now (well, it did last I tried) is just asking for something to break.

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