[not a bug] Smoke Puff actors

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Eriance
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[not a bug] Smoke Puff actors

Post by Eriance »

There is this really annoying part about allthe doom ports when it comes to using a projectil that spawns a trail of some sort. The spawned actor faces some preset direction instead of facing the same direction as the thing that spawned it. This doesnt cause any issues if the sprite only has 1 direction frame, but when you want to make a "3d" sprite gat spawned, like if you want to make a projectil that fired out a trail of rings in one shot (like the plasma pistol in WRW, though it just fired 3 rings really fast). The "3d" sprites always points to the right of the map, and ther is nothing that can turn it's direction.

I'm suggestion of adding a another argument to the A_Custommissile, A_SpawnItem, or A_FireCustomMissile that forces the smoke puff type actors to face the same direction as the spawner, ie. the projectile. I would make quite a few things a lot easier.
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Zeg-Vok
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Post by Zeg-Vok »

I remember I had a similar problem when I was working on making a missile that spawned a fan of smaller missiles in its death state, at first it would shoot the missiles back at the origin in which it was fired (Towards wereever the player was standing when he fired the rocket), but all I really had to do was change the smaller missiles spawning angle to 180 and such. Perhaps spawning an actor in that manner would help
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Eriance
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Post by Eriance »

Zeg-Vok wrote:I remember I had a similar problem when I was working on making a missile that spawned a fan of smaller missiles in its death state, at first it would shoot the missiles back at the origin in which it was fired (Towards wereever the player was standing when he fired the rocket), but all I really had to do was change the smaller missiles spawning angle to 180 and such. Perhaps spawning an actor in that manner would help


The fire projectile faces the owner of the target while the spawnitem spawns a actor that faces 0 degrees. As far as I know, there is no way to change this.
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Graf Zahl
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Post by Graf Zahl »

A_SpawnItem sets the angle of the spawned item to the angle of a spawner. You are mistaken with your assumption.
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Post by SlayeR »

Hmm, on this topic, I made a plasma bolt with a trail using A_SpawnItem that uses a negative 'direction' to spawn the trail actors behind the projectile. It seems to work for the horizontal angle, but shooting up or down doesn't look right because it doesn't take pitch into account as well.
DaniJ
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Post by DaniJ »

Hmm, on this topic, I made a plasma bolt with a trail using A_SpawnItem that uses a negative 'direction' to spawn the trail actors behind the projectile. It seems to work for the horizontal angle, but shooting up or down doesn't look right because it doesn't take pitch into account as well.
Naturally due to the fact that mobjs only have one 2D angle. DOOM is a 2.5d game remember so angle transformations do not happen three dimensionally automatically.

Within the DOOM world objects don't ever move in three dimensions. They first move XY and then Z seperately.

Some extra footwork is needed by the engine OR handle the 3D transform yourself with ACS.
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