Discuss all aspects related to modding Zandronum here.
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Fabysk
- Forum Regular
- Posts: 469
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- Location: In a house...duhh
#1
Post
by Fabysk » Sun Apr 20, 2014 11:32 pm
Is it possible to make a weapon that blocks Actors? I went ahead and created the weapon.
[spoiler]
Code: Select all
ACTOR AssaultSheild : Weapon 10031
{
Game Doom
Weapon.SelectionOrder 3700
Weapon.Kickback 200
+NOAUTOFIRE
States
{
Ready:
SHLD A 1 A_WeaponReady
Loop
Deselect:
SHLD A 1 A_Lower
Loop
Select:
SHLD A 1 A_Raise
Loop
Fire:
SHLD B 2
SHLD C 2
SHLD D 2
SHLD E 2
SHLD F 2
SHLD G 3 A_CustomPunch(60, 0, 0, "Sheild_Hit")
SHLD H 2
SHLD I 2
SHLD J 2
SHLD K 2
SHLD L 3
Goto Ready
}
}
[/spoiler]
This is obviously a Riot Shield
Last edited by
Fabysk on Tue Apr 22, 2014 11:46 pm, edited 1 time in total.
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Lollipop
- Zandrone
- Posts: 1124
- Joined: Tue Jul 24, 2012 10:34 am
- Location: Denmark
#2
Post
by Lollipop » Mon Apr 21, 2014 9:30 am
All I can say is to try and dig into brutal hexen and look really
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
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Dusk
- Developer
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- Location: Turku
#3
Post
by Dusk » Mon Apr 21, 2014 12:52 pm
A weapon doesn't really exist in the map other than as a pickup. The ready/select/deselect/fire states are actually called by the player.
You could try a couple of approaches:
- spawn blocking actors in an arc in front of the player in formation of the shield, spawn them with ACS every tic and make them last for only that tic
- use the 2.0 alpha build and use A_Blast, though this will blast everything around the player.
- spawn A_Blast-calling actors in an arc in front of the player? Might cause trouble.
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Fabysk
- Forum Regular
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#4
Post
by Fabysk » Tue Apr 22, 2014 5:00 am
Lollipop wrote:
All I can say is to try and dig into brutal hexen and look really
I have found the weapon BattleAxe that uses the "ShieldDefense" Actor. I have tried to put it in, modifying it where it just blocks actors, but it results in doing absolutly nothing. What about making the incoming actors being pushed away. Using A_RadiusThrust works fine, but it also pushes the player. Sadly, RTF_AFFECTSOURCE doesn't work anymore. How do I make this possible with just the weapon pushing actors away a few feet?
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CloudFlash
- Zandrone
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#5
Post
by CloudFlash » Tue Apr 22, 2014 7:42 am
Fabysk wrote:
Using A_RadiusThrust works fine, but it also pushes the player.
If memory serves, GvH had similar problems, which was solved by increasing the mass of player classes. See if it works in your case.
https://i.imgflip.com/i5tpe.jpg
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Fabysk
- Forum Regular
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#6
Post
by Fabysk » Tue Apr 22, 2014 11:45 pm
CloudFlash wrote:
If memory serves, GvH had similar problems, which was solved by increasing the mass of player classes. See if it works in your case.
Thank you CloudFlash. Changing the mass of the player solved my problem.