Zdoom velz

By KnasDecember 3, in Doom Editing. I have tried maaaaany variations of this script, each behaving a bit different but never in a way I want. First problem is that when the leaf hits the ground its velocity becomes 0. This might be because of the missile flag, but how do I avoid that I want it to keep its velx when hitting ground?

The reason I use missile is because I want it to enter death when it hits something. I have seen other predefined spawners in ZDoom use this and those works fine without the above problem The second problem is that once they have entered death their angle becomes messed up.

If they trigger the x push in death state they move at angle 0, even if I set the angle manually with a variable that uses its initial angle. Even stranger is that a trace even says it still has its parents angle. They also, in very rare occasions, get insane velocity. I have no clue here. Third problem is that the leaf is removed way before its kill counter reaches It didn't use to but now it does for some reason.

SetActorVelocity

I have increased the spawn rate a lot so is there some max amount that can be spawned at the same time? Wait, what actually removes the actor in your example? I thought that only happened at the end of the death state.

Absolutely nothing is defined by what "state" actors are in, as states are only pointers to frames and thus house no attributes to an actors current behaviour. If an actor is stopped on a finite frame they have no next frame to go tothey are removed. Plain and simple. No; you're making an assumption born from the way the code is written, but it's baseless when you know the way the code is interpreted by the engine.

For example, there is no "end of the death state": each state is atomic. Anything that arrives after is not the death state. A state is made up of a sprite name, a frame letter, a duration, and a pointer to the next state, at a minimum. It can also have flags, such as bright, and action functions; but those are optional.

An actor will be removed whenever it encounters a stop instruction. Stop says that it has no other state to go to because it stops existing. You can put Stop in the Spawn state if you want.

Let's do this. It's skipped.

DECORATE expressions

Stop is part of LEF1 D 60, not a separate state, so ignore. The actor definition stops here.By Salahmander2March 12, in Doom Editing.

Need help, I wanna make a ripple laser projectile, like in Gradius, I'm having difficulty with it, I wanna make them grow, along with the radius and height properties, but I don't know anyway it can be done, another way is to spawn a larger version on the projectile from the smaller version, whilst retaining the angle, velocity, etc, any way this can be done?

So if the projectiles' actor definitions were something like this: Actor Ball1 Height 1 Radius Actor Ball2 Height 2 Radius Actor Ball3 Height 3 Radius Does that make sense? That is exactly what I tried, whilst it DID work, the problem I have, however, is the projectile merely sits there, it doesn't move or anything. Yes, it would have the same angle, pitch and velocity. Just tried them, it works for sure, but with a nasty side effect. The second projectile will go to one angle, never a different one.

For velocity, see what scifista said. Is it really needed to transfer pitch as the thing's property when you already transfer its Z velocity? It shouldn't affect the projectile's appearance or behavior, or does it? It depends. If you're not planning on doing anything of the sort, the pitch value is pretty much pointless for anything that isn't a player pawn; but he did mention he wanted to transfer pitch, so whether there's a good reason for that or not, I mention how pitch can be transferred.

You need to be a member in order to leave a comment. Sign up for a new account in our community. It's easy! Already have an account? Sign in here. Recommended Posts. Posted March 12, Share this post Link to post. Blue Shadow. Posted March 13, Blue Shadow said:. Salahmander2 said:. Would it have the same angle, pitch, velocity as the thing that spawned it? Create an account or sign in to comment You need to be a member in order to leave a comment Create an account Sign up for a new account in our community.

Register a new account. Sign in Already have an account? Sign In Now. Sign In Sign Up.Public Pastes. Generate PDF in La Not a member of Pastebin yet? Sign Upit unlocks many cool features! Running setup. Resolving github. Scanning dependencies of target gme. Connecting to github. HTTP request sent, awaiting response Resolving github-production-release-asset-2e65be.

Connecting to github-production-release-asset-2e65be. Adding althudcf. Adding animated. Adding animdefs. Adding compatibility. Adding confont. Adding dbigfont. Adding decaldef. Adding decorate. Adding defbinds. Adding dehsupp. Adding etc.BFG10K: Removed a reference to an obituary string in the bulletpuff actor with no corresponding Language lump.

It was unnecessary anyway because the weapon already had an obituary. Also, changed the FRandom damage parameter to Random because Damage is in integers. Frost Fang: Ammo no longer replaces BlasterAmmo doesn't really matter, but still.

Please Log in or Create an account to join the conversation. Blue Shadow wrote: Have you thought about using event handlers to handle the health steal ability instead of handling it by injecting code into monsters' code? This way it'd work out-of-the-box I can help you with this if you'd like.

I Have a suggestion for Realm It is a Marine who was transformed into this monstrous demon with wings and a split jaw.

A_SetPitch

I call it Hey guys, I updated the published things on the repository. For the author's name, for ex I added StopSign's name to Chubbs. Alright guys, I fixed the expired problem. Can you guys see Abaddon on the Beastiary - Doom Style monster? The problem was that I saw this expired thing on abaddon, and the download button is that direct like the others.

I uploaded and published the Abaddon monster via the how-to topic for the repo stuff. I am asking Tormentor for more help. Hey there, interested in trying to get this to run on my RetroPie. Is this compatible with lzdoom by chance? Could i ask for someone to check the creatures i added too, if it's not too much of a hassle?

Hyped to see if they get accepted! Anyways, thanks! Cyantusk - Done, very cool stuff I deliberately optimized some stuff, check your posts hope all cool :. Yes man it is fine, it is a phalse positive and you can undertsand it by reading moddb page and my replies. It will sound noobish,but i cant find where to register on main page. Any help please? I have a serious issue to post here on Forum 'bout the game. I combined Brutal Doom and Sigil today for the fun of it.

I was not disappointed. I recommend trying it.Asked by Mewdoom. Hi guys, I have an idea of effect for a monster. I know how to spawn another monster but I would like to create that special effect: lets try with a Imp for example.

I know how to spawn a copy, but would it work if I spawn it at the same position at the 1st one? I would have the imp shoot a projectile that looks like an imp, and after a short time, have the projectile spawn the other imp at its current position and disappear. Both have undesired side effects if you try to use them for the other one's purpose.

You need to be a member in order to leave a comment. Sign up for a new account in our community. It's easy! Already have an account? Sign in here. Question Mewdoom. Posted August 29, Share this post Link to post. Recommended Posts. Posted August 30, Posted August 31, PickupMessage "Didn't you already have this? Amount 1 Inventory. Create an account or sign in to comment You need to be a member in order to leave a comment Create an account Sign up for a new account in our community. Register a new account.

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Learn more about clone URLs. Download ZIP. GZDoom iOS. Probably doesn't make sense anymore. GetCharspath. This file has been truncated, but you can view the full file. From b92dfeea4c6d3d91bc33d20e Mon Sep 17 Directories", true. SetValueForKey "Path", ". FSRef folder. DrawPortalStencil. GLuint sampleCount. FString error. Super::InitializeState.

Printf "Max. GetChars. GetCharsstrerror errno. FileExists path. On Windows, this can vary for reading.Public Pastes.

Generate PDF in La Not a member of Pastebin yet? Sign Upit unlocks many cool features! See the. Type. Flags. Skins. Clear. PlayerClasses [ i ]. Typegameinfo. PlayerClasses [ i ]. Push newclass. CCMD clearplayerclasses. FPlayerClass newclass.

GetChars. DesiredFOV 0. FOV 0. CurrentPlayerClass 0. WeaponState 0. ReadyWeapon 0. PendingWeapon 0. MorphedPlayerClass 0. MorphStyle 0. MorphExitFlash 0. PremorphWeapon 0. Bot 0. BlendR 0. BlendG 0. BlendB 0. BlendA 0. ConversationNPC 0. ConversationPC 0. ConversationNPCAngle 0 .


Zdoom velz