attack stuns you?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
wario
Posts: 16
Joined: Tue Jan 24, 2006 20:05

attack stuns you?

Post by wario »

i recently made a new decorate monster. a modified maulotaur. but now theres one weird thing going on. when he hits you, you get stunned for a short while. this only happens when iddqd is off, it wont happen if iddqd is on. so whats causing the stun?

decorate
[spoiler]ACTOR Ragingtaur : Minotaur 7056
{
MONSTER
Translation "1:3=188:191", "238:239=175:176", "64:79=172:188"
AttackSound "minsit"
Health 500
-Boss
States
{
See:
MNTR A 4 A_Chase
MNTR A 0 A_JUMP(128, 7)
MNTR B 4 A_Chase
MNTR A 0 A_JUMP(128, 5)
MNTR C 4 A_Chase
MNTR A 0 A_JUMP(128, 3)
MNTR D 4 A_Chase
MNTR A 0 A_JUMP(128, 1)
Loop
Missile:
MNTR U 6 A_SkullAttack
Goto see

}
}[/spoiler]
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: attack stuns you?

Post by Enjay »

Sorry, I don't know about your problem but
wario wrote:Translation "1:3=188:191", "238:239=175:176", "64:79=172:188"
How long has that been in? I knew you could use the old Doom-style translations in DECORATE and I think there is the ability to tell a DECORATE item to always use a specified ACS translation, but I hadn't realised the above was possible. That would have saved me a load of work recently. :?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Since .96x. It was extensively discussed and there are even some demos in the distribution.
User avatar
Cutmanmike
Posts: 482
Joined: Sat Sep 03, 2005 23:34

Re: attack stuns you?

Post by Cutmanmike »

Enjay wrote:Sorry, I don't know about your problem but
wario wrote:Translation "1:3=188:191", "238:239=175:176", "64:79=172:188"
How long has that been in? I knew you could use the old Doom-style translations in DECORATE and I think there is the ability to tell a DECORATE item to always use a specified ACS translation, but I hadn't realised the above was possible. That would have saved me a load of work recently. :?
Oh my sarkus sark..... Ditto :banghead:
wario
Posts: 16
Joined: Tue Jan 24, 2006 20:05

Post by wario »

maybe you should have typed translation in the zdoom wiki :D . but back to topic. does any1 know the stun problem?
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

Gah! in other words it's been in almost as long as I've been needing it. I only noticed the translation stuff I mentioned in the Wiki. Perhaps it was me (likely) or perhaps it was the somewhat "organic" nature of the DECORATE documentation before Graf reorganised it.

As for the Stun, I can't try it ATM. How do you mean "when he hits you, you get stunned for a short while". Presumably you mean when he runs into you, but what form does the "stun" take? Are you paralysed, or does your viewheight alter (like when he hits you with his hammer), does your view get redded out?
wario
Posts: 16
Joined: Tue Jan 24, 2006 20:05

Post by wario »

Enjay wrote: As for the Stun, I can't try it ATM. How do you mean "when he hits you, you get stunned for a short while". Presumably you mean when he runs into you, but what form does the "stun" take? Are you paralysed, or does your viewheight alter (like when he hits you with his hammer), does your view get redded out?
you just get paralysed for a quick second. you cant do anything. (this wont happen when iddqd is on). it wont happen when he hits you with the hammer. it happens when he does the skull attack and hits you.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

I've had a chance to test it and it's an odd one right enough. My guess is that for some reason you can't move whilst you are subject to movement caused by the minotaur bumping into you. He hits you and you are knocked around a bit. As soon as your speed from this effect drops away, you get control back. In god mode, you don't get buffeted around so the "stun" doesn't kick in. As for a solution - dunno.
wario
Posts: 16
Joined: Tue Jan 24, 2006 20:05

Post by wario »

Enjay wrote:I've had a chance to test it and it's an odd one right enough. My guess is that for some reason you can't move whilst you are subject to movement caused by the minotaur bumping into you. He hits you and you are knocked around a bit. As soon as your speed from this effect drops away, you get control back. In god mode, you don't get buffeted around so the "stun" doesn't kick in. As for a solution - dunno.
hmmm... i guess that would mean i cant let him attack like crazy :P . thanks for the help. :)
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

There's no workaround. It's coded into the Minotaur's attack which can't be changed.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

If it's something specific to the minotaur, would a "ground up" re-writing of the minotaur in decorate (if that's possible) rather than inheriting from the original actor get around the problem?
wario
Posts: 16
Joined: Tue Jan 24, 2006 20:05

Post by wario »

Enjay wrote:If it's something specific to the minotaur, would a "ground up" re-writing of the minotaur in decorate (if that's possible) rather than inheriting from the original actor get around the problem?
possibly, but i have no idea how to completly rewrite him. the zdoom wiki doesnt have it (yet). :?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Enjay wrote:If it's something specific to the minotaur, would a "ground up" re-writing of the minotaur in decorate (if that's possible) rather than inheriting from the original actor get around the problem?

It can't be rewritten completely. Especially the charge attack uses some very special coding and can't be replicated at all.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

Graf Zahl wrote:uses some very special coding and can't be replicated at all.
That was my concern. I remember when Heretic support was in its infancy, all sorts of things could break the way the minotaur worked if they interacted with the minotaur whilst it was charging. eg shooting the minotaur whilst it was charging would leave it invulnerable until you shot it again during another charge. There were (IIRC) a series of bugs and problems that Randy had to address before it worked properly so I thought it probably wasn't just standard code pointer stuff.
wario
Posts: 16
Joined: Tue Jan 24, 2006 20:05

Post by wario »

i tried to rewrite him which worked out quite well. the stun bug has been fixed. but now i got another problem. i dont want him to be able to hurt other ragingtaurs but i cant get this the work. the DONTHURTSPECIES flag doesnt work.

decorate
[spoiler]ACTOR Ragingtaur 7056
{
MONSTER

RADIUS 30
MASS 1000
HEIGHT 70
Health 500
damage 5
SPEED 15
PAINCHANCE 10
MELEEDAMAGE 4
MONSTER
+NOTARGET
SeeSound "minsit"
AttackSound "minsit"
ActiveSound "minotaur/active"
PainSound "minotaur/pain"
DeathSound "minotaur/death"
Translation "1:3=188:191", "238:239=175:176", "64:79=172:188"

States
{
Spawn:
MNTR AB 8 A_Look
See:
MNTR A 4 A_Chase
MNTR A 0 A_JUMP(128, 7)
MNTR B 4 A_Chase
MNTR A 0 A_JUMP(128, 5)
MNTR C 4 A_Chase
MNTR A 0 A_JUMP(128, 3)
MNTR D 4 A_Chase
MNTR A 0 A_JUMP(128, 1)
Loop
Missile:
MNTR U 6 A_SkullAttack
Goto see
Pain:
MNTR E 4 A_Pain
Death:
MNTR F 4 A_Scream
MNTR GHJIKLMNOPQ 4
MNTR R 4 A_NoBlocking
MNTR S -1 A_SetFloorClip
Stop
}
}[/spoiler]
Locked

Return to “GZDoom”