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Infernal Spider glides on ground?


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 Post subject: Re: Infernal Spider glides on ground?
PostPosted: 15 Dec 2011, 04:42 
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Arachnotron  Tester of the Realm.
Joined: 20 Jan 2010, 20:55
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Location: Washington
I tried the code with the ceiling height check, but for some reason it cancels out the Fire attack (Not the three fire balls but that other one) So, I am not sure what is going on with it, but for now I will leave it with just the jumping.

I'll contact Icytux now.
http://www.youtube.com/user/DoomedArchv ... ature=mhum

Killing bosses and working on getting Fraps to record a tutorial and some of my mods.


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 Post subject: Re: Infernal Spider glides on ground?
PostPosted: 15 Dec 2011, 07:35 
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Cyberdemon  Approved Adder
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It works for me. However, I did some more editing to the Missile state. I used state jumps instead of frame jumps. It is better that way and easier to track errors if they do happen.
Replace the whole of the Missile state with this code

Note: Keep in mind that the monster executes its attacks with random chances. That's why it seems it's using one attack more than the other.

Also note that I, deliberately, made the monster to perform the "fire balls" attack when there is not enough room for it to jump. If you want you can make it perform the other attack. To do that, just replace the "FireBalls" string with "Flames" in this line:

Code:
TNT1 A 0 A_JumpIf(ceilingz <= 280, "FireBalls")


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 Post subject: Re: Infernal Spider glides on ground?
PostPosted: 22 Feb 2012, 22:54 
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Arachnotron  Tester of the Realm.
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OMG I totally forgot about this thread! O.o Heh oops.

Anyway, I tried out the code now and it looks fine. Though only one issue that I can see now. When the spider jumps it will land in the air and then drop down, instead of landing on the ground and then running like normal. Also, sometimes it looks like it does a double jump. Like when the spider lands on the air it will sometimes jump again before going into its walk cycle so it looks like it double jumped. It's wanting to be Mario lol.


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 Post subject: Re: Infernal Spider glides on ground?
PostPosted: 23 Feb 2012, 06:56 
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Cyberdemon  Approved Adder
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Are you using the exact same code as above, or an edited version of it? If it's the latter, then could you post the code?

As far as I can tell, the issues you mentioned doesn't seem to happen to me. Well, at least not with the version that I've edited.


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 Post subject: Re: Infernal Spider glides on ground?
PostPosted: 23 Feb 2012, 09:28 
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Arachnotron  Tester of the Realm.
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It is the same one that you posted above. I did just as instructed by replacing the Missile code with yours. I took a video of it for you so you can see what is happening. Sorry for the choppy video too. Oh and the sound wasn't recorded just to let you know. Wish I had a better recorder lol.

http://www.sendspace.com/file/0o6bda - Here is video


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 Post subject: Re: Infernal Spider glides on ground?
PostPosted: 23 Feb 2012, 19:26 
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Cyberdemon  Approved Adder
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If it's the same code, then I must be blind or something :-P . Unfortunately, I can't download from Sendspace because it's a blocked site for me.

Just to make sure, could you give this test wad a try and see whether or not it exhibits the same issues you're experiencing? (I haven't done any changes to the code since last time)

Attachment removed for it's no longer needed

Just start the game on map01. (Don't forget to use god mode ;-) )


Last edited by Blue Shadow on 28 Feb 2012, 14:24, edited 1 time in total.

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 Post subject: Re: Infernal Spider glides on ground?
PostPosted: 24 Feb 2012, 00:07 
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Arachnotron  Tester of the Realm.
Joined: 20 Jan 2010, 20:55
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Location: Washington
Hm... well it is working fine in your level and stuff. I am not sure if maybe I did in fact mess something up or not... I shouldn't have though. I did however test this in a different level, one that I use to test BIG things in. The ceiling is uber high in my test level so I am not sure if that might have something to do with it. And the level has no scripts or anything.

In case it dose, I put the level I used here. Try testing it in there and see if it still works fine. If it does could you upload your version of the spider here? I'll just use that one.

I also uploaded the video to my Youtube account so you can see what happened. Also posted it as Unlisted so only people with the link can see it. I'll delete the video afterwards.
http://youtu.be/RvQN-u4MULI


Attachments:
Testlevelomg.wad [24.13 KiB]
Downloaded 15 times
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 Post subject: Re: Infernal Spider glides on ground?
PostPosted: 24 Feb 2012, 09:26 
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Cyberdemon  Approved Adder
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I've figured out why it works well in my map while in yours it doesn't. The ceiling in my map was slightly lower than it should be that the spider touches it when it jumps, thus not allowing it to reach maximum jump height. This means that the monster will land before the A_Stop at the end of its Missile state gets called. That's why in your map the spider stops in mid-air and then lands.

Basically, I screwed up some numbers. But fear not, I did the necessary adjustments and it's now working fine (I hope ?-) ).

While I was investigating that, I discovered a somewhat major flaw, which has been fixed with some ACS scripting, that would make the monster not behave properly (jumping-wise) because of this line:
Code:
TNT1 A 0 A_JumpIf(ceilingz <= 280, "FireBalls")
This isn't related to the issues you're having though.

Here is the wad: (This requires a recent SVN build of ZDoom to work)


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 Post subject: Re: Infernal Spider glides on ground?
PostPosted: 24 Feb 2012, 11:27 
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Arachnotron  Tester of the Realm.
Joined: 20 Jan 2010, 20:55
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This works perfectly now! But how do you get rid of the number that shows up whenever it jumps? Once that is removed then it'll be fully complete. :3


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 Post subject: Re: Infernal Spider glides on ground?
PostPosted: 24 Feb 2012, 20:17 
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Cyberdemon  Approved Adder
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Another issue has surfaced (well, not really. It's there from the beginning). This "jump system" that I made for this monster assumes that the monster will jump off a floor and land on the same floor (or another for that matter) with the same height values, i.e, jumps off a floor with a height of 0 and lands on a floor with a height of 0 as well. If there happens to be a difference between the floor heights, then the jump will be buggy.

I'm not even sure what my options are and if I even can "fix" this. I'll try and tackle with it but I can't promise that it'll be resolved.


DoomedArchvileDemon wrote:
But how do you get rid of the number that shows up whenever it jumps? Once that is removed then it'll be fully complete. :3
Heh, I forgot to remove the PrintBold function from the script. :XD:

Here is how to do it:

  • Download the latest version of ACC and install it. (ACC 1.51)
  • Start Slade 3. From the menu, click on Editor ---> Preferences.
  • Expand the Scripting entery and click on ACS. Now, click Browse in the window to locate the ACC executeable (acc.exe). OK everything and close the Preferences window.
  • Open the wad and locate a lump called S_INFSPI (there are two of them. The one I'm referring to is the one outside the A_START and A_END markers) and right-click on it to bring the constext menu. At the bottom of it, click View As ---> Text. Onc you've done that, you'll see the script on the right in the window.
  • Locate this line and delete it:
    Code:
    PrintBold(f:spider_sectorheight);
  • Save the lump by clicking on Save Changes (it's above the script window), right-click on it and again from the context menu, click Scripts ---> Compile ACS. If everything went right, you won't get any error messages hopefully.
  • Save the wad and you're set.

Note: The "locate acc.exe" steps aren't necessary unless you haven't configured Slade to use the executeable. If you already have, then you can skip those steps.


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