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1.0.03

Posted: Tue Mar 14, 2006 14:43
by Graf Zahl
A new version is out!

Aside from several bug fixes a few new DECORATE features have been added:

- MaxDropoffHeight and MaxStepHeight properties
- Official support for switchable decorations. For documentation see the ZDoom Wiki.
- Added a damage parameter to A_BFGSpray
- A_GiveToTarget, A_TakeFromTarget and A_JumpIfInTargetInventory functions to check the player's inventory from a monster's states.

Posted: Tue Mar 14, 2006 15:48
by lemonzest
the shader problem's with splash flats, and and the give all "Unknown All Item" are still in this version.

Posted: Tue Mar 14, 2006 16:02
by Graf Zahl
Randy should test his fixes, don't you think?

I haven't changed anything about the shaders so that problem is to be expected

Posted: Tue Mar 14, 2006 17:17
by Zeg-Vok
Great to hear, those Inventory functions will be Extremely useful

Posted: Tue Mar 14, 2006 17:47
by Alter
Graf you did good work on this version! :wink:

Posted: Tue Mar 14, 2006 18:05
by BlazingPhoenix
What does A_GivetoTarget and A_TakefromTarget do? just wondering

Posted: Tue Mar 14, 2006 19:36
by Phobus
Gives an item to the monster's target on projectile collision (such as an inventory item that activates some form of script) or takes it away.

Think of it as a way to implement poison or sleep effects.

Posted: Tue Mar 14, 2006 19:52
by Alter
Or strife styled quest!

Posted: Thu Mar 16, 2006 5:00
by anakin s.
Graf, thank you for implementing these decorate functions. When I tried to play it, though, I got an error message saying that it doesn't recognize the state label 'Pickup'. What's wrong? This also happened in a previous version of gzdoom. Are all the things from zdoom .96x there? Or have the state labels been named to something else?

Posted: Thu Mar 16, 2006 10:11
by TheDarkArchon
pickup, use and the drop states are only availiable via the CustomInventory class.

Re: 1.0.03

Posted: Thu Mar 16, 2006 12:12
by Cutmanmike
Graf Zahl wrote:A_GiveToTarget, A_TakeFromTarget and A_JumpIfInTargetInventory functions to check the player's inventory from a monster's states.
:love:

Re: 1.0.03

Posted: Sun Mar 19, 2006 0:21
by Draconio
Graf Zahl wrote:- A_GiveToTarget, A_TakeFromTarget and A_JumpIfInTargetInventory functions to check the player's inventory from a monster's states.
It just occured to me, this would make it a lot easier to add an RPG experience system, wouldn't it? If I'm not mistaken, you could create an "ExperiencePoints" item, and give it to the player for killing monsters by putting an A_GiveToTarget in the monster's death states, no?

Posted: Sun Mar 19, 2006 0:35
by Graf Zahl
You could indeed do that

Re: 1.0.03

Posted: Sun Mar 19, 2006 0:41
by Paul
Draconio wrote: If I'm not mistaken, you could create an "ExperiencePoints" item, and give it to the player for killing monsters by putting an A_GiveToTarget in the monster's death states, no?
Why not executing a script, on monsters' deaths, that gives you a specific ammount of experience points, which are a global variable? I think it's easier to control it that way ;)
Unless a monster kills another monster..

Re: 1.0.03

Posted: Sun Mar 19, 2006 1:06
by Draconio
Paul wrote:
Draconio wrote: If I'm not mistaken, you could create an "ExperiencePoints" item, and give it to the player for killing monsters by putting an A_GiveToTarget in the monster's death states, no?
Why not executing a script, on monsters' deaths, that gives you a specific ammount of experience points, which are a global variable? I think it's easier to control it that way ;)
Unless a monster kills another monster..
Yes, I'm aware of that method, what I was thinking is that by doing it the way I proposed, you save yourself from having to tag an ACS_Execute to every monster you place into a map. Of course, I can't truly say which method would work better as I've yet to try either method in practice.