Pushing a Monster
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Pushing a Monster
Is there a function that I can apply to my weapon so that I can push a monster? For example, I shoot a slider block that pushes an imp against a wall to kill it.
A simpler one would be shooting a ball that hits and kills the monster, but also tosses the corpse away.
A simpler one would be shooting a ball that hits and kills the monster, but also tosses the corpse away.
RE: Pushing a Monster
Weapon.KickBack [amount]
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RE: Pushing a Monster
or use A_RadiusThrust with a small radius
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RE: Pushing a Monster
Thanks Ænima and Tichy.
I have one last question: Is there anything I can do to make a projectile increase in size as it travels? (Besides having separate sprites that grow increasingly larger)
I have one last question: Is there anything I can do to make a projectile increase in size as it travels? (Besides having separate sprites that grow increasingly larger)
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RE: Pushing a Monster
collision? no
you could see if A_SetScale is in for sprite resizing, but it probably isn't
you could see if A_SetScale is in for sprite resizing, but it probably isn't
RE: Pushing a Monster
You can constantly spawn bigger projectiles.
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RE: Pushing a Monster
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Last edited by Catastrophe on Fri May 11, 2018 7:48 pm, edited 1 time in total.
RE: Pushing a Monster
It won't properly work because you'll need to transfer the properties of all previous projectiles, such as pitch or owner. There is really no perfect way of doing what he wants currently.Catastrophe wrote: Yeah, you can spawn a projectile for one second, make it kill itself then spawn another one in its place that is a bit bigger.
...And keep going like that.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
RE: Pushing a Monster
It seems like all he wants to do is change the sprite scale, not the hitbox.
You either have to open Photoshop/Gimp or wait for A_SetScale to be backported.
You either have to open Photoshop/Gimp or wait for A_SetScale to be backported.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Pushing a Monster
Since he put "besides having separate sprites that grow increasingly larger" I assumed he wanted to get them to have bigger hitboxes on the way as well. Eitherway, you need to wait for it. If it's going to make you feel better, I already made a request for that on bugtracker some time ago.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
RE: Pushing a Monster
Can't you check things you are speaking about right before to speak? A_CustomMissile() with CMF_TRACKOWNER|CMF_AIMDIRECTION in flags and pitch parameter set to pitch Decorate property is used to properly spawn missiles in missiles.Ivan wrote: It won't properly work because you'll need to transfer the properties of all previous projectiles, such as pitch or owner. There is really no perfect way of doing what he wants currently.
Last edited by ZzZombo on Fri Jul 13, 2012 11:20 am, edited 1 time in total.
RE: Pushing a Monster
Then I suppose you have a working example. Care to show ?
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
RE: Pushing a Monster
Naaah, havn't much time to do such useless things. All I said above is enough to do it youself.
RE: Pushing a Monster
So you say that's useless, that means helping people is useless. That means your posts in this thread and a couple others are useless. You should not even post then ... Great logic.ZzZombo wrote: Naaah, havn't much time to do such useless things. All I said above is enough to do it youself.
Last edited by Ivan on Fri Jul 13, 2012 12:09 pm, edited 1 time in total.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
RE: Pushing a Monster
A_CustomMissile can't be used to fire a projectile with the same pitch as a previous projectile, mostly because projectiles aren't actually given pitches.
You'll have to wait for some A_SpawnItemEx flags to be backported before you can use the 'actor shoots other actors' method.
You'll have to wait for some A_SpawnItemEx flags to be backported before you can use the 'actor shoots other actors' method.
RE: Pushing a Monster
Did YOU checked things before saying them? I have a project which abuses this function to spawn a bunch of missiles and it workx just as well as I can drink.
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RE: Pushing a Monster
Everything's waiting to be backported. Oh well, thanks for the replies. Guess it's time to add more sprites
RE: Pushing a Monster
HEY, don't ignore my posts! Check this:
[spoiler][/spoiler]
I works as it should: missile CacoBomb spawns a bunch of smaller projectiles, what upon hitting an object will shot Cacoballs in reverse direction.
[spoiler]
Code: Select all
actor CacoBomb
{
Damage 100
DeathSound "caco/shotx"
Height 20
Mass 0xFFFFFFFF
Obituary "%o was squished by cacodemon huge balls."
Radius 20
Scale 3
SeeSound "caco/attack"
Speed 5
PROJECTILE
-NOEXPLODEFLOOR
States
{
Spawn:
BAL2 A 2 A_RadiusThrust(4000,400)
loop
Death:
BAL2 C 12
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,15,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,30,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,45,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,60,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,75,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,105,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,120,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,135,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,150,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,165,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,195,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,210,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,225,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,240,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,255,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,285,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,300,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,315,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,330,CMF_AIMDIRECTION|CMF_TRACKOWNER)
TNT1 A 0 A_CustomMissile("CacoBombProjectile",0,0,345,CMF_AIMDIRECTION|CMF_TRACKOWNER)
BAL2 DE 17
stop
}
}
actor BoomerangShot:Bite
{
Damage 4
DeathSound "caco/shotx"
Scale 1
SeeSound "caco/attack"
Speed 20
+BRIGHT
+EXPLODEONWATER
+NOBOSSRIP
+NODAMAGETHRUST
+RIPPER
States
{
Spawn:
BAL2 AB 1
loop
Crash:
BAL2 A 1 A_CustomMissile("BoomerangShot",0,0,180+random(-20,20),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-15,15))
stop
Death:
BAL2 A 1 A_CustomMissile("CacoBall",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)
stop
}
}
actor CacoBombProjectile:BoomerangShot
{
Alpha 1
Damage 10
Obituary "%o was smashed by cacodemon."
Radius 10
RenderStyle Normal
Translation Ice
+BRIGHT
+DONTREFLECT
+FLOORHUGGER
+EXTREMEDEATH
+MOVEWITHSECTOR
+RIPPER
-NOBOSSRIP
}
I works as it should: missile CacoBomb spawns a bunch of smaller projectiles, what upon hitting an object will shot Cacoballs in reverse direction.
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- Retired Staff / Community Team Member
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RE: Pushing a Monster
.
Last edited by Catastrophe on Fri May 11, 2018 7:48 pm, edited 1 time in total.
RE: Pushing a Monster
I did something like this before, it was just a projectile with A_RadiusThrust on it and no damage. Dunno if it'll work perfectly for you, push it'll push them.