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Mewdoom

zdoom - How to slow down a speed of 1 ?

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Hello guys,

I have a missile that spawn a fire, with a speed of 1, speed of 0 doesnt move so it not look good. How can I slow it down ? I try with A_ScaleVelocity but whatever the value I set, nothing change.

here is my code :)

Actor Archvile_HellFireBurn4
{
+Ripper
+NoExplodeFloor
+Painless
+BloodlessImpact
+DropOff
+Randomize
Gravity 9999
+Missile
Speed 1
RenderStyle add
Alpha 0.5

States
{
Spawn:
FRTF A 3 Bright
FRTF BC 3 Bright
TNT1 A 0 A_Jump(191, 4)
TNT1 A 0 A_CustomMissile("Archvile_HellFireBurn4", 0, random(0, 16), 0)
TNT1 A 0 A_CustomMissile("Archvile_HellFireBurn4", 0, 0, 0)
TNT1 A 0 A_CustomMissile("Archvile_HellFireBurn4", 0, random(0, -16), 0)
FRTF DEFGHIJKLMNO 3 Bright
TNT1 A 0 A_Jump(128, 2)
TNT1 A 0 A_CustomMissile("Archvile_HellFireBurnDamage", 0, 0, 0)
TNT1 A 0
Stop
Death:
TNT1 A 0 A_CheckFloor("Spawn")
Stop
}
}

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here is the complete script :)

ACTOR New_Archvile replaces Archvile
{
Health 700
Radius 20
Height 56
Mass 500
Speed 15
PainChance 10
PainChance "HellFire", 0
Damagefactor "HellFire", 0.0
Monster
+AvoidMelee
MaxTargetRange 896
+QUICKTORETALIATE
+FLOORCLIP
+NOTARGET
SeeSound "vile/sight"
PainSound "vile/pain"
DeathSound "vile/death"
ActiveSound "vile/active"
//MeleeSound "vile/stop"
Obituary "$OB_VILE"
States
{
Spawn:
VILE AB 10 A_Look
Loop
See:
VILE AABBCCDDEEFF 2 A_VileChase
Loop
Missile:
VILE G 0 BRIGHT A_VileStart

VILE G 0 BRIGHT A_CustomMissile("Archvile_HellFire", 44)
VILE G 20 BRIGHT A_FaceTarget // Debout les 2 bras en l'air

VILE IJKLMN 8 BRIGHT A_FaceTarget
VILE O 8 BRIGHT A_VileTarget("New_ArchvileFire")
VILE P 20 BRIGHT A_Playsound("weapons/rocklx")

//TNT1 A 0 A_CustomMissile("Archvile_HellFireWalk", 44, 0, 0)
//VILE H 0 BRIGHT A_CustomMissile("Archvile_HellFire", 44, 0, 0, CMF_AIMDIRECTION)
////VILE H 0 BRIGHT A_Jump(128, 2)
//VILE H 0 BRIGHT A_CustomMissile("Archvile_MeleeFire", 44)


//VILE H 0 BRIGHT A_CustomMissile("Archvile_MeleeFire", 44)
//VILE G 20 BRIGHT A_FaceTarget // Debout les 2 bras en l'air



Goto See

Heal:
VILE "[\]" 10 BRIGHT
Goto See

Pain:
VILE Q 5
VILE Q 5 A_Pain
Goto See

Death:
VILE Q 7
VILE R 7 A_Scream
VILE S 7 A_NoBlocking
VILE TUVWXY 7
VILE Z -1
Stop
}
}

Actor Archvile_MeleeFire
{
+NoBlockMap
+Painless
+BloodlessImpact
+Missile
+DropOff
Speed 15
States
{
Spawn:
TNT1 A 1
Loop
Death:
TNT1 A 0 Bright A_CustomMissile("Archvile_HellFire1", 0, 0, -180)
TNT1 A 0 Bright A_CustomMissile("Archvile_HellFire1", 0, 16, -175)
TNT1 A 0 Bright A_CustomMissile("Archvile_HellFire1", 0, 32, -170)
TNT1 A 0 Bright A_CustomMissile("Archvile_HellFire1", 0, -16, -185)
TNT1 A 0 Bright A_CustomMissile("Archvile_HellFire1", 0, -32, -190)
TNT1 A 10 Bright A_PlaySound("Afrit/Hellfire")
Stop
}
}


Actor Archvile_HellFire
{
+NoBlockMap
+Painless
+BloodlessImpact
+Missile
+DropOff
States
{
Spawn:
TNT1 A 1
Loop
Death:
TNT1 A 0 Bright A_CustomMissile("Archvile_HellFire1", 0, 0, -180)
TNT1 A 0 Bright A_CustomMissile("Archvile_HellFire1", 0, 16, -175)
TNT1 A 0 Bright A_CustomMissile("Archvile_HellFire1", 0, 32, -170)
TNT1 A 0 Bright A_CustomMissile("Archvile_HellFire1", 0, -16, -185)
TNT1 A 0 Bright A_CustomMissile("Archvile_HellFire1", 0, -32, -190)
TNT1 A 10 Bright A_PlaySound("Afrit/Hellfire")
Stop
}
}

Actor Archvile_HellFire1
{
+Ripper
+NoExplodeFloor
+Painless
+BloodlessImpact
+Missile
+DropOff
Speed 2

States
{
Spawn:
TNT1 A 10 A_CustomMissile("Archvile_HellFire2", 0, 0, 0)
TNT1 A 10 A_CustomMissile("Archvile_HellFire2", 0, 16, 0)
TNT1 A 10 A_CustomMissile("Archvile_HellFire2", 0, -16, 0)
TNT1 A 10 A_CustomMissile("Archvile_HellFire2", 0, 0, 0)
TNT1 A 10 A_CustomMissile("Archvile_HellFire2", 0, 16, 0)
TNT1 A 10 A_CustomMissile("Archvile_HellFire2", 0, -16, 0)
TNT1 A 10 A_CustomMissile("Archvile_HellFire2", 0, 0, 0)
TNT1 A 10 A_CustomMissile("Archvile_HellFire2", 0, 16, 0)
TNT1 A 10 A_CustomMissile("Archvile_HellFire2", 0, -16, 0)
TNT1 A 10 A_CustomMissile("Archvile_HellFire2", 0, 0, 0)
TNT1 A 10 A_CustomMissile("Archvile_HellFire2", 0, 16, 0)
TNT1 A 10 A_CustomMissile("Archvile_HellFire2", 0, -16, 0)
TNT1 A 10 A_CustomMissile("Archvile_HellFire2", 0, 0, 0)
TNT1 A 10 A_CustomMissile("Archvile_HellFire2", 0, 16, 0)
TNT1 A 10 A_CustomMissile("Archvile_HellFire2", 0, -16, 0)

Stop
}
}

Actor Archvile_HellFire2
{
+Ripper
+NoExplodeFloor
+Painless
+BloodlessImpact
+DropOff
+Randomize
Gravity 9999
+Missile
Scale 1.5
Speed 0.1
RenderStyle Add
Alpha 0.5

States
{
Spawn:
TNT1 A 8 A_ScaleVelocity(-2.95)
FRTF A 3 Bright
FRTF BC 3 Bright
TNT1 A 0 A_Jump(191, 4)
TNT1 A 0 A_CustomMissile("Archvile_HellFire2", 0, 24, 0)
TNT1 A 0 A_CustomMissile("Archvile_HellFire2", 0, 0, 0)
TNT1 A 0 A_CustomMissile("Archvile_HellFire2", 0, -24, 0)
FRTF DEFGHIJKLMNO 3 Bright
TNT1 A 0 A_Jump(100, 2)
TNT1 A 0 A_CustomMissile("Archvile_HellFireDamage", 0, 0, 0)
TNT1 A 0
Stop
Death:
TNT1 A 0 A_CheckFloor("Spawn")
Stop
}
}

Actor Archvile_HellFireDamage
{
+Ripper
+NoExplodeFloor
+BloodlessImpact
+DropOff
+Missile
Speed 2
Damage 1
Damagetype "HellFire"
Obituary "%o was scorched by an Archvile"
States
{
Spawn:
FRTF D 0
Stop
}
}

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