Incrasing sprite scale at certain momment?
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Incrasing sprite scale at certain momment?
im working on a "emotive" guest for our fav game and i want what, in a certain momment, it incrase the scale of the sprite, is that possible whitow scripts? D:
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Catastrophe
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RE: Incrasing sprite scale at certain momment?
No, D: It's not D:
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RE: Incrasing sprite scale at certain momment?
too bad. something what i forgot to ask too: theres an action alike "A_JumpifCloser" but to jump to an state when the target is out of melee range?Catastrophe wrote: No, D: It's not D:
RE: Incrasing sprite scale at certain momment?
A_SetScale doesn't exist in Zandronum yet I'm afraid. Best method is to spawn a bigger/smaller variety of that certain object after specific delays.
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RE: Incrasing sprite scale at certain momment?
yeah, maybe incrasing the sprites size with paint or something like that and making them as another "letter"(AKAM D/C/E/G) may work.Ivan wrote: A_SetScale doesn't exist in Zandronum yet I'm afraid. Best method is to spawn a bigger/smaller variety of that certain object after specific delays.
RE: Incrasing sprite scale at certain momment?
You can use TEXTURES lump to resize them, if you are too lazy to use an outside graphic editor.
And yes, you can just draw other sprites in moments where you want something to be smaller or bigger...
It actually depends WHEN you want this to happen...
And yes, you can just draw other sprites in moments where you want something to be smaller or bigger...
It actually depends WHEN you want this to happen...
This signature is empty and useless, I would write another useless idiotism here but people will call me a noob for that, so sorry, no more signatures for you. Go somewhere else.
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RE: Incrasing sprite scale at certain momment?
cool, but what about my second question? about if theres an action alike "A_JumpifCloser" but to jump to an state when the target is out of melee range?Zupoman wrote: You can use TEXTURES lump to resize them, if you are too lazy to use an outside graphic editor.
And yes, you can just draw other sprites in moments where you want something to be smaller or bigger...
It actually depends WHEN you want this to happen...
RE: Incrasing sprite scale at certain momment?
Does
A_JumpIfcloser(MeleeRangeHere,"See")
Rest of your stuff here
suffice?
Edit : If for zdoom you'd like to check http://zdoom.org/wiki/A_JumpIfTargetOutsideMeleeRange
A_JumpIfcloser(MeleeRangeHere,"See")
Rest of your stuff here
suffice?
Edit : If for zdoom you'd like to check http://zdoom.org/wiki/A_JumpIfTargetOutsideMeleeRange
Last edited by Cruduxy on Thu Feb 07, 2013 10:22 pm, edited 1 time in total.
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- -Jes-
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RE: Incrasing sprite scale at certain momment?
A_JumpIfcloser(MeleeRangeHere,1)
goto myoutofrangestate
restofmyinrangestatehere
Would probably be more accurate to his question.
goto myoutofrangestate
restofmyinrangestatehere
Would probably be more accurate to his question.
RE: Incrasing sprite scale at certain momment?
Its same as I wrote but replaced the see state >_>
Edit : See meant the melee state.
Edit : See meant the melee state.
Last edited by Cruduxy on Thu Feb 07, 2013 10:25 pm, edited 1 time in total.
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- Lord_of_D:
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RE: Incrasing sprite scale at certain momment?
can you give me an example? i kinda understand this, but not sure how to write it D:. btw, whats the full code of the lore master chain attack? i want to do something alike the "grab" it does, but i have no idea hows the code D: (it doesnt tells in zdoomwiki the actual "grab" code)-Jes- wrote: A_JumpIfcloser(MeleeRangeHere,1)
goto myoutofrangestate
restofmyinrangestatehere
Would probably be more accurate to his question.
RE: Incrasing sprite scale at certain momment?
Inherit from loreshot
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- Lord_of_D:
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RE: Incrasing sprite scale at certain momment?
Cruduxy wrote: Inherit from loreshot
Code: Select all
ACTOR LoreShot native
{
ConversationID 97, -1, -1
Speed 20
Height 14
Radius 10
Projectile
+STRIFEDAMAGE
Damage 2
MaxStepHeight 4
SeeSound "loremaster/chain"
ActiveSound "loremaster/swish"
action native A_LoremasterChain();
States
{
Spawn:
OCLW A 2 A_LoremasterChain
Loop
Death:
OCLW A 6
Stop
}
}RE: Incrasing sprite scale at certain momment?
No you don't have to.
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RE: Incrasing sprite scale at certain momment?
Lord_of_D: wrote:can you give me an example? i kinda understand this, but not sure how to write it
Code: Select all
TNT1 A 0 A_JumpIfcloser(MeleeRangeHere,"State")So if you have
Code: Select all
Actor Blah {
MeleeRange 48
...Blahblah
Blah.. }Code: Select all
TNT1 A 0 A_JumpIfcloser(48,"State")[quote="Kennon Conrad"]Dear LawCounsels,
To prove your compressor works, I suggest you try it on your posts and then post only the result.
We all know an ideal lossy compressor would output 0 bytes for your posts, so see if you can beat that.
Have a nice day.[/quote]
To prove your compressor works, I suggest you try it on your posts and then post only the result.
We all know an ideal lossy compressor would output 0 bytes for your posts, so see if you can beat that.
Have a nice day.[/quote]
- Lord_of_D:
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RE: Incrasing sprite scale at certain momment?
^
ok, i'll give it a try and see if it works the way i want it, thanks.
ok, i'll give it a try and see if it works the way i want it, thanks.
then what?, the "A_Loremasterchain"? D:Cruduxy wrote: No you don't have to.
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RE: Incrasing sprite scale at certain momment?
The difference is context, really. Yours has the "if closer" result in the jumped to state, mine has "if not closer" in the jumped to state. Essentially just the following mockup with the results of each state flipped. As said, it's only more 'accurate' to his question, not more correct as both are fine methods.Cruduxy wrote: Its same as I wrote but replaced the see state >_>
Edit : See meant the melee state.
Missile:Lord_of_D: wrote: can you give me an example?
BADG E 2 a_jumpifcloser(512,1)
goto MissileSnipe
BADG FFFF 2 A_fireinaccuratebullet
BADG E 2
goto See
MissileSnipe:
BADG E 6
BADG F 6 A_fireaimedbullet
BADG E 6
goto See
In this mockup (with wholly nonexisting functions), my BADGUY tries to do a ranged attack. If he's within 512, his missile state skips the goto and continues down to the 4 quick frames that each trigger an inaccurate (hipfire) bullet.
If he's NOT within 512 of his target, he instead follows the goto to the MissileSnipe state, where he spends a lot of time to fire one more accurate bullet.
Net result: if he's close, he sprays you. If he's far away, he snipes at you.
Last edited by -Jes- on Sat Feb 09, 2013 10:18 am, edited 1 time in total.
RE: Incrasing sprite scale at certain momment?
You still don't have to use that function\action...
Edit : If you actually opened it on the wiki you'd have known why you don't need it.
Edit : If you actually opened it on the wiki you'd have known why you don't need it.
Last edited by Cruduxy on Sat Feb 09, 2013 1:30 pm, edited 1 time in total.
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- Lord_of_D:
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RE: Incrasing sprite scale at certain momment?
i did and idk why, please explain me master :3Cruduxy wrote: You still don't have to use that function\action...
Edit : If you actually opened it on the wiki you'd have known why you don't need it.
RE: Incrasing sprite scale at certain momment?
Because it plays a sound and spawns a couple of balls behind the actor.. which you don't need anyway
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