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New 3D Floor Type and Actor states

Posted: Wed Dec 26, 2007 16:17
by ChupaReaper
Basically, this new floor type would work like the normal swimmable 3D sector; only it changes an actor into it's 'swim' state or something like that and changes it's speed to 'swimspeed' and height to 'swimheght'. This way, one can make the player or any actor even, look like it's generally swimming -and actors that can't swim will sink to the bottom unless somesort of '+nosink' flag is set, so instead it can walk on water! If no swim states/speeds/heights are defined, the actor will just crouch and move at half speed instead. This could be done with a lot ACS, but having it done like this would be much better. When the actor stops moving or attacks underwater, it will go to it's other states or crouch states (depending on whether it has room to stand up or not) -this saves peaople from having to make wimming attack states, etc.

Also Crouch.Idle, Crouch.Sight, Crouch.Melee, etc and a +cancrouch flag for playerpawns and maybe monster actors would be good, as making crouch states for models is a bit messed up at the moment.

Posted: Wed Apr 02, 2008 20:21
by deded007
This would be amazing if this was implemented.

Especially if you are trying to support 3rd person view.

Posted: Wed Apr 02, 2008 20:23
by Graf Zahl
You have no idea how absolutely non-trivial such an addition would be.

Posted: Tue Apr 15, 2008 18:02
by deded007
You can use

A_JumpIf

to make a swim animation as well as make a pain animation and any animation.

Example...

See:
TNT1 A 0 A_JumpIf (Waterlevel == 3, "Swim")
PLAY ABCD 4
Loop

Swim:
PLAS ABC 4
Goto See

Posted: Wed Apr 16, 2008 12:41
by ChupaReaper
Thanks for the advice, this is what I've done -I've also created Jump animations by using the actor's z height - floor z.
I've also done this to enemies that can swim by enabling the FLOAT flag when it's underwater.