[no]drivable

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kgsws
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[no]drivable

Post by kgsws » Sat Apr 22, 2006 15:37

can you add drivable flag like in kgzdoom?
there is my sources (i tried to add in gzdoom but i have problems with compilation) http://www.zdoom.ic.cz/download/drivable.rar

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Graf Zahl
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Post by Graf Zahl » Sat Apr 22, 2006 18:21

I'll have to take a look how it all works first. I post again when I know more.

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Post by kgsws » Sun Apr 23, 2006 1:40

Download it again, i put into archyve original sources from kgzdoom now

and thanks :)

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Graf Zahl
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Post by Graf Zahl » Sun Apr 23, 2006 9:23

I just took a look but this won't work without extensive changes. You used a few hacks that have to be removed first (for example, you don't use sound variables for other tasks!) The biggest issue I am having with this is that you transfer the properties of the vehicle to the actual player actor instead of making the vehicle a player itself and linking it properly. This won't work with the revised state system of the floating point code.

But before I decide what to do I want to see Grubber's custom player class support first. That one looks more important to me and if the two are incompatible I'd have to dump this anyway.

THe bottom line is, don't expect any results soon. Sorry.

Furthermore, what's A_zmena and A_odhoz?

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Post by kgsws » Sun Apr 23, 2006 13:45

i tried to some custom classes with A_zmena("class") - not function
and a_odhoz is BlastRadius for weapons
that was only for test

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Post by Inuyasha_989 » Sun Apr 23, 2006 15:21

I hate to bug you man, but could you release the code for the a_FOV command? That would make TRUE Decorate Sniper Rifles possible :D

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Post by kgsws » Mon Apr 24, 2006 21:17

void A_FOV (AActor *actor)
{
int index=CheckIndex(1);
if (index<0 || !actor->player) return;
float newfov=EvalExpressionI (StateParameters[index], actor);
actor->player->DesiredFOV=newfov;
}

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BlazingPhoenix
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Post by BlazingPhoenix » Mon Apr 24, 2006 22:46

If you do add this Graf, you'd create a revolution in vehicle making....

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grubber
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Post by grubber » Tue Apr 25, 2006 14:42

Graf Zahl wrote:But before I decide what to do I want to see Grubber's custom player class support first. That one looks more important to me and if the two are incompatible I'd have to dump this anyway.
Unfortunately it will probably take some time before I finish it - I'm busy with final exams. Until they're over (27.5.2006) I can't really do much.
Graf Zahl wrote:Furthermore, what's A_zmena and A_odhoz?
Czech language. "Zmena" ("zm&#283;na" to be exact) means "a change". "Odhoz" means something like "a throwing away".

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Graf Zahl
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Post by Graf Zahl » Tue Apr 25, 2006 15:30

Ok, then this will have to wait. I don't like the implementation anyway so I most certainly won't miss it.

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Cutmanmike
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Post by Cutmanmike » Tue Apr 25, 2006 23:17

It seems like a rather messy hack anyway. I found tons of bugs with it.

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Post by Zeg-Vok » Tue Apr 25, 2006 23:37

Yes, but the +Driveable thing is still Awesome!

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Graf Zahl
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Post by Graf Zahl » Wed Apr 26, 2006 0:49

Cutmanmike wrote:It seems like a rather messy hack anyway. I found tons of bugs with it.

It is a messy hack. After some further investigation of what exactly it is doing I decided not to bother any further with this. I'd have to rewrite this from scratch to make it work.

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