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Reputation: 15 I seem to be liked
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Everything EDuke32 (28 posts)
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  1. In Topic: EDuke32 Scripting

    21 February 2018 - 07:39 PM

    View PostTrooper Dan, on 21 February 2018 - 07:08 PM, said:

    But you would also be checking ifonwater


    But if actor will walk out of the water, this won't stop the sound. But anyway it only happens for a single sector. The problem is not code-related, as I thought before. Both ways (mine & yours) work, but I prefer yours. Thx for that.
  2. In Topic: EDuke32 Scripting

    21 February 2018 - 06:47 PM

    @Dan
    Oh, I completely forgot that I can determine actors with "ifactor". Need to stop trying to do everything via gamevars.
    Now I at least understand why in Attririon you collected all monster ai's and action's in one place.
    The SQUISH bug is not code-related 100%. I tried another place and found no such issues. Let's just leave it at that.

    @Mark
    stopsound will stop all sounds of that kind in a map - bad solution.
    stopactorsound THISACTOR SQUISHED will stop this exact squish sound but it will also stop a sound of exploding body
    EVENT_SOUND is the best way to catch it I think, but anyway it's a "kludge". :D
  3. In Topic: What are you working on for Blood?

    21 February 2018 - 05:56 PM

    Yeah, texts, conversations are too outside of Blood vibe. And shotgun should be Lupara :D
  4. In Topic: EDuke32 Scripting

    21 February 2018 - 05:45 PM

    Hmmm. This is, yes, the more convenient way to do this. I like it better than mine. But then I need to pass some actor-specific things into "state fallaction". While I can do this for sounds with "soundvar" (for example, to start playing actor-specific scream sound at some point), how do I change the action of a specific actor outside of that actor? (To change animation mid-air; I always hated walking-on-air enemies, and setting "move 0" negates any horizontal velocity it had before falling.) There is no "actionvar". But anyways, thanks for this, but! I've tried your code, and it has exactly the same behavior in cases mine had. Now I think it's just a map/sector issue. Sorry, I know zero about mapping and such. I recorded a video with that bug. You code is applied there.
    The annoying SQUISH I couldn't catch is playing at 3rd enemy death. 2nd death is "wtf" as well :D
  5. In Topic: EDuke32 Scripting

    21 February 2018 - 01:44 PM

    @Mark
    Yes, it's only for aplayer, but are you sure that the squish sound related to velocity, not to the height travelled by object?
    I think it's possible to control the velocity of a sprite falling by using htcgg structure member.
    @Trooper Dan
    Nope, it works differenty. I'll try to explain in details. When the actor faces the situation when distance from the floor is more than 320, it starts falling and goes to the 1st frame of DYING animation. It continues to fall (dying anim constantly resets to its start frame), and when floordistance is less than 8, it checks with getzrange if the picnum below is a water. If not, then it "releases" DYING animation, and the actor is dying normally. If it is water below, it changes DYING anim to a "zero ai" or default STANDING action, and actor becomes alive, and behaves normally. Everything is ok except that in the case 2, if I kill that actor after he has fallen and was saved by water, he plays "squish" sound on death in addition to normal dying yell.
    And I can't understand how "fall" works. I know of "htcgg", but sometimes actors fall faster or slower, in different situations. For example, my test actor is falling to the ground much slower, than to the water. (Probably smth related to the sectors? Idk)

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