Bloodscourge

Moderator: Graf Zahl

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Bloodscourge

Post by Janitor »

I'd like to see support for A_MStaffTrack (from hexen) added. I believe this was used for the Bloodscourge, uit would make my seeker missles a little bit better.
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InsanityBringer
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Post by InsanityBringer »

This one was WFDS'd over at the zdoom fourms, but until then, you can kind of use it. Provide sprites that look like missiles for MSP2A-D, and then create a decorate actor that inherits from MageStaffFX2. From here you can provide some of your own properities. For example, I used this before.

Code: Select all

Actor InsaneRocket2 : MageStaffFX2 replaces Rocket
{
	Damage 20
	+ROCKETTRAIL
	seesound "weapons/rocklf"
	deathsound "weapons/rocklx"
	States
	{
	Death:
	MISL B 8 bright A_Explode
	MISL C 6 bright
	MISL D 4 bright 
	stop
	}
}
It doesn't work 100% right as it rips through non boss monsters. There is currently no way to stop that.
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Post by Janitor »

InsanityBringer wrote: It doesn't work 100% right as it rips through non boss monsters. There is currently no way to stop that.
would putting +BOSS on every monster have adverse effects?
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Graf Zahl
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Post by Graf Zahl »

It would make all see and death sounds full volume.
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Gez
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Post by Gez »

And, during the cast call for Doom 2, these sounds would all be played in surround. If the mod is for Hexen or Heretic, it becomes even more disruptive to gameplay.
The wiki says
* BOSS

Actor is a boss, and has the following special properties:

* Plays See sound and Death sound at full volume (regardless of distance), and play these sounds in surround mode during the cast endgame.
* Cannot be squashed (normally instant death) by Heretic's powered-up Mace.
* Cannot be teleported by Hexen's Banishment Device.
* Cannot be pushed by items such as Hexen's Disc of Repulsion, or damaged by other monsters thrown at the boss by these items.
* Takes only one-quarter of the damage from Hexen's Wraithverge spirits, burns said spirit out faster than other monsters, and reflects them against the attacker if the boss also has the REFLECTIVE flag.
* Has a chance to resist Hexen's Arcs of Death.
* Does not take fire damage when indirectly affected by Hexen's Bloodscourge's projectiles.
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Post by Janitor »

Graf Zahl wrote:It would make all see and death sounds full volume.
is there a workaround for this?
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Post by Enjay »

Can you not just remove the ripper flag from the inherited missile?

Code: Select all

Actor InsaneRocket2 : MageStaffFX2 replaces Rocket 
{ 
   Damage 20 
   +ROCKETTRAIL
   -RIPPER
   seesound "weapons/rocklf" 
   deathsound "weapons/rocklx" 
   States 
   { 
   Death: 
   MISL B 8 bright A_Explode 
   MISL C 6 bright 
   MISL D 4 bright 
   stop 
   } 
} 
I'm going to guess no because I don't see the RIPPER flag on the projectile's code in the source so I guess the ripping is done elsewhere (the A_MStaffTrack?). No harm in trying though eh?

[edit] I've checked and, no, it doesn't work. :( [/edit]
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InsanityBringer
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Post by InsanityBringer »

I found this in the source code.

Code: Select all

int AMageStaffFX2::SpecialMissileHit (AActor *victim)
{
	if (victim != target &&
		!victim->player &&
		!(victim->flags2 & MF2_BOSS))
	{
		P_DamageMobj (victim, this, target, 10, NAME_Fire);
		return 1;	// Keep going
	}
	return -1;
}
This is what appears to make it rip through non-boss actors
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Post by .+:icytux:+. »

Graf Zahl wrote:It would make all see and death sounds full volume.
isn't there anyway you can remove theese?

i know you can do like.

-FULLVOLACTIVE or whatever it was.
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InsanityBringer
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Post by InsanityBringer »

I'm pretty sure that just affects the active noise. To fix the full volume death/see noise you could possibly play the sounds yourself using A_PlaySound or something like that. An example

Code: Select all


Actor NotFullVolGuy : Zombieman
{
    +BOSS
    SeeSound "<insert generic null sound here>"
    DeathSoundSound "<insert generic null sound here>"
    States
    {
    Spawn:
    POSS AB 10 A_LookEx(0,0,0,0,0,"PlaySeeSound")
    Loop
    PlaySeeSound:
    POSS A 0 A_PlaySound("Grunt/sight")
    Goto See
    Death:
    POSS H 5
    POSS I 5 A_PlaySound("Grunt/Death")
    POSS J 5 A_NoBlocking
    POSS K 5
    POSS L -1
    stop
    }
}
That should work.

EDIT:The latest SVN versions have the A_MStaffTrack function exported to decorate (however, you can only use it if you inherit from MageStaffFX2, so you still get the ripping effect). This means you can now do a custom spawn state
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