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[not a bug] Smoke Puff actors
Posted: Wed May 03, 2006 4:14
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.
Posted: Wed May 03, 2006 4:34
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
Posted: Wed May 03, 2006 9:31
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.
Posted: Wed May 03, 2006 11:23
by Graf Zahl
A_SpawnItem sets the angle of the spawned item to the angle of a spawner. You are mistaken with your assumption.
Posted: Fri May 05, 2006 4:39
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.
Posted: Fri May 05, 2006 9:00
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.