1.0.03
Moderator: Graf Zahl
- Graf Zahl
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1.0.03
A new version is out!
Aside from several bug fixes a few new DECORATE features have been added:
- MaxDropoffHeight and MaxStepHeight properties
- Official support for switchable decorations. For documentation see the ZDoom Wiki.
- Added a damage parameter to A_BFGSpray
- A_GiveToTarget, A_TakeFromTarget and A_JumpIfInTargetInventory functions to check the player's inventory from a monster's states.
Aside from several bug fixes a few new DECORATE features have been added:
- MaxDropoffHeight and MaxStepHeight properties
- Official support for switchable decorations. For documentation see the ZDoom Wiki.
- Added a damage parameter to A_BFGSpray
- A_GiveToTarget, A_TakeFromTarget and A_JumpIfInTargetInventory functions to check the player's inventory from a monster's states.
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Graf, thank you for implementing these decorate functions. When I tried to play it, though, I got an error message saying that it doesn't recognize the state label 'Pickup'. What's wrong? This also happened in a previous version of gzdoom. Are all the things from zdoom .96x there? Or have the state labels been named to something else?
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Re: 1.0.03
Graf Zahl wrote:A_GiveToTarget, A_TakeFromTarget and A_JumpIfInTargetInventory functions to check the player's inventory from a monster's states.
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Re: 1.0.03
It just occured to me, this would make it a lot easier to add an RPG experience system, wouldn't it? If I'm not mistaken, you could create an "ExperiencePoints" item, and give it to the player for killing monsters by putting an A_GiveToTarget in the monster's death states, no?Graf Zahl wrote:- A_GiveToTarget, A_TakeFromTarget and A_JumpIfInTargetInventory functions to check the player's inventory from a monster's states.
- Graf Zahl
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- Paul
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Re: 1.0.03
Why not executing a script, on monsters' deaths, that gives you a specific ammount of experience points, which are a global variable? I think it's easier to control it that wayDraconio wrote: If I'm not mistaken, you could create an "ExperiencePoints" item, and give it to the player for killing monsters by putting an A_GiveToTarget in the monster's death states, no?
Unless a monster kills another monster..
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Re: 1.0.03
Yes, I'm aware of that method, what I was thinking is that by doing it the way I proposed, you save yourself from having to tag an ACS_Execute to every monster you place into a map. Of course, I can't truly say which method would work better as I've yet to try either method in practice.Paul wrote:Why not executing a script, on monsters' deaths, that gives you a specific ammount of experience points, which are a global variable? I think it's easier to control it that wayDraconio wrote: If I'm not mistaken, you could create an "ExperiencePoints" item, and give it to the player for killing monsters by putting an A_GiveToTarget in the monster's death states, no?
Unless a monster kills another monster..