[UPDATE] ZScriptification, A through E
- Ghastly
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Link: https://www.dropbox.com/s/qgij9pl0s8e7mj3/ZScriptification-Beastiary-AthroughE.zip?dl=0
PLEASE check and test these to make sure they ll work the way they used to. Especially the Heretic/Hexen Boss Shooters, as I don't have a test map for them. I just converted them to ZScript, cleaned up the code a little, replaced deprecated functions (that generated warnings) with newer functions, and updated them to newer methods of doing things. The old Decorate is included in a lump called OLDCODE. I also client-sided particle effects that weren't already, converted sounds to OGG and sprites to PNG. Everything should work exactly as it did before, except for these bug fixes.
- Agathodemon: Melee sound now properly plays.
- Avatar: Secondary projectiles from the splitting attack now properly track the original owner, so obituaries now work.
- Cacolich: The one variant now properly plays a sound when it uses its gas stream attack.
- Darkness Rift: Decided to rebalance it, since it's my monster. Increased its mass and drastically lowered its health.
I'm not converting everything, just the things I think are the highest-quality, the most usable, or my own work. If there's something specific you want me to update, let me know and I'll add it to the list.
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- Blue Shadow
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- Ghastly
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- Blue Shadow
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In the old code, after doing a "slide", the monster has a chance of 96/256 to go back to See and 160/256 to go back to Slide, while in the new code things are reversed; it now has a chance of 160/256 to go back to See and 96/256 to go back to Slide.
Agathodemon
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You forgot to remove the MissileType property now that there's no use for it anymore.
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- Ghastly
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I believe actors are immune to the projectile set as their MissileType, and the Agathodemon doesn't have +DontHarmClass. I checked the wiki and it doesn't say so, though. I'll dig around and if I'm mistaken I'll fix it (and the others that I left that property on).
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- Blue Shadow
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Never heard of that before. I did a test: I gave an imp that property, referencing the plasma ball. I shot it with the plasma rifle, but it took damage like normal.Ghastly wrote: I believe actors are immune to the projectile set as their MissileType, and the Agathodemon doesn't have +DontHarmClass. I checked the wiki and it doesn't say so, though. I'll dig around and if I'm mistaken I'll fix it (and the others that I left that property on).
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- Ghastly
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- Blue Shadow
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- Blue Shadow
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- For the sake of consistency, the AnnihilatorRockets() function's parameters' types should match that of A_SpawnProjectile(), being 'class<Actor>', 'double' and 'double', instead of being 'string', 'int' and 'int'.
- HomeRocket1 class: in the old code, the rocket starts seeking 8 tics after spawning, while in the new code, thanks to the NoDelay keyword, it does so as soon as it's spawned.
Code:// Old code: Spawn: HMIS A 4 Bright A_SeekerMissile (25,35) HMIS A 4 Bright HMIS A 2 Bright A_SeekerMissile (10,25) HMIS A 2 Bright goto Spawn+2 // New code: Spawn: HMIS A 4 Bright NoDelay A_SeekerMissile (25,35); HMIS A 4 Bright; Fly: HMIS A 2 Bright A_SeekerMissile (10,25); HMIS A 2 Bright; Loop;
ApprenticeOfDsparil
- In line 61 of the new code, the duration of the state should be 6 tics, not 0.
- The WAD lacks an S_END marker, which produces a warning on start-up.
ArchonOfHell
- MeleeSound is still present even though it's not of use anymore.
- Line 105:
Code:BOS4 X 6 Bright A_SpawnProjectile("ArchonSoul",86,0,0,2,-90);
- Line 107:
Code:BOS4 [ 6 Bright A_Fall();
Avatar
- Missile1 state: some of the projectiles are spawned with negative pitch, while in they weren't in the old code.
- Missile3 state: in the old code the monster shoots projectiles 30 times, while in the new code it shoots 40 times.
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- Ghastly
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I was reminded of this when I had just finished ZScripting the Archon of Hell and it threw that green soul thing straight at the ground.
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