[UPDATE] ZScriptification, O through Z
- Ghastly
- Topic Author
- Administrator
Less
More
- Posts: 33
5 years 11 months ago - 5 years 8 months ago #1
by Ghastly
[UPDATE] ZScriptification, O through Z was created by Ghastly
Overlord, Plasma Zombie, Pyro Zombie, Quad Shotgun Zombie, Rail Arachnotron, Rapid-Fire Trooper, Repeater Zombie, Rictus, Roach, Rocket Zombie 1 and 2, Rottweiler, Satyr, Sentinel, Shadow, SMG Zombie, Sniper Zombie, Sonic Railgun Zombie, Soul Harvester, Spirit Imp, Stone Imp, Suicide Bomber, Super Shotgun Zombie, Terminator, Vulgar, Watcher, Wicked, Wraith, Zombie Fodder, Zombie Scientist, Zombie Scientist Headless, Zombie Plasma Scientist and ZSpecOps.
https://www.dropbox.com/s/ozma53tnnx303ki/ZScriptification-Beastiary-OthroughZ.zip?dl=0
Fixes:
https://www.dropbox.com/s/dnrhmxza4gnb69h/RailArachnotron.zip?dl=0
https://www.dropbox.com/s/o8rgu9jmfwbi7v3/RapidFireTrooper.zip?dl=0
https://www.dropbox.com/s/5y3w4dvi28bjvkp/Rictus.zip?dl=0
https://www.dropbox.com/s/9d7cdbcz2c4j3v3/Roach.zip?dl=0
https://www.dropbox.com/s/bs2ix4guu6big3x/SonicRailgunZombie.zip?dl=0
https://www.dropbox.com/s/lhu1hsgak3oi512/ZombieScientistPlasma.zip?dl=0
Again, should work the same as before, with the following exceptions:
https://www.dropbox.com/s/ozma53tnnx303ki/ZScriptification-Beastiary-OthroughZ.zip?dl=0
Fixes:
https://www.dropbox.com/s/dnrhmxza4gnb69h/RailArachnotron.zip?dl=0
https://www.dropbox.com/s/o8rgu9jmfwbi7v3/RapidFireTrooper.zip?dl=0
https://www.dropbox.com/s/5y3w4dvi28bjvkp/Rictus.zip?dl=0
https://www.dropbox.com/s/9d7cdbcz2c4j3v3/Roach.zip?dl=0
https://www.dropbox.com/s/bs2ix4guu6big3x/SonicRailgunZombie.zip?dl=0
https://www.dropbox.com/s/lhu1hsgak3oi512/ZombieScientistPlasma.zip?dl=0
Again, should work the same as before, with the following exceptions:
- Plasma Zombie: Removed extraneous SNDINFO lump.
- Repeater Zombie: Fixed a small typo that gave it +NoPain in its spawn state.
- Rictus: Removed some basically-unused functions (A_LoopActiveSound in a projectile that didn't have an active sound, for example) from both the Decorate and ZScript versions. Changed A_LoopActiveSound to A_PlaySound looping on a different channel because the channel conflict was drowning out all the Rictus' other sounds, changed a jump in the missile state to use a state label, and changed a goto (that was honestly never used, but still) in the kamikaze attack.
- Roach: Standing state was healing faster than other states (every 3 tics instead of 6). Fixed that in the Decorate version, and moved all of that to an overridden Tick function in the ZScript version for better consistency and readability.
- Sentinel: Fixed a typo in its obituary.
- SMG Zombie: Changed its hitscan attacks damage from 1.5 (which was getting truncated to 1, with a warning) to Random(1,2) per author's request.
- Stone Imp: Rearranged the morphing state in the ambushy version a little for both the ZScript and Decorate versions. It now sets itself as morphed when it flips the shootable flags, because it was possible to make it to repeat that whole animation by sending it to the pain state. Also put A_FaceTarget at about the end of the animation so it doesn't look like it turns around at the end of it if it was facing another direction.
- Suicide Bomber: Gave its explosion the XF_NOTMISSILE flag to fix obituary issues and so it doesn't have odd interactions with friendly fire in multiplayer. As such, effectively took out the XF_HURTSOURCE flag, because it's not necessary anymore.
- Wraith: Added A_Die to the Heal state for both the ZScript and Decorate versions, so it doesn't break monster count when it revives something.
- Zombie Plasma Scientist: Took out CMF_OFFSETPITCH in the ZScript version because it was doing some weird things. It worked fine with A_CustomMissile, but changing it to A_SpawnProjectile, the projectile had a lot more upward pitch, and that made no sense.
- ZSpecOps: In the states where they stand still, took out the CHF_FASTCHASE flag. I have absolutely no idea why that was there, and I don't think it did anything anyway because it also had CHF_DONTMOVE. Should work the same as they did before, but overhauled a lot of how it works.
Last edit: 5 years 8 months ago by Ghastly.
Please Log in or Create an account to join the conversation.
- Blue Shadow
- Administrator
Less
More
- Posts: 1129
5 years 8 months ago #2
by Blue Shadow
Replied by Blue Shadow on topic [UPDATE] ZScriptification, O through Z
Okay, done with these. Here's what I have:
Warning: Spoiler!
RailArachnotron
RapidFireTrooper
Rictus
Roach
SonicRailgunZombie
- The Damage property doesn't appear to have a use, so it can be removed (applies to the DECORATE and ZScript versions).
RapidFireTrooper
- What's the reason behind replacing A_PosAttack with a custom function?
Rictus
- The ActiveSound property is commented out in the ZScript version but is still there in the DECORATE one (consistency).
- The active sound is played using A_PlaySound in the ZScript version while it's played using A_PlaySoundEx in the DECORATE one (consistency).
- Line 44 (ZScript): the state's duration is 1 while it is 0 in the DECORATE version.
- There's a call to A_LoopActiveSound in the Spawn state sequence of RictusKamakazi even though the actor lacks an active sound.
Roach
- The monster has a MeleeDamage property but it has no use (DECORATE and ZScript).
- The Spawn state sequence of the monster should probably loop instead of jumping to the See state.
SonicRailgunZombie
- The "Charging" and "SRCharge" actor classes are still there even though they have no use anymore (ZScript).
Testing the ZScript version, with the flag set, I don't experience the pitch problem. This was tested using GZDoom 3.7.2 and a development build (3.8pre-727-gc4ef8ce46). Testing the DECORATE version, with the flag set, I experience the problem in GZDoom 3.7.2 only. In the development build it's working fine. So it's probably a bug in 3.7.2 which got fixed later on.Ghastly wrote:
- Zombie Plasma Scientist: Took out CMF_OFFSETPITCH in the ZScript version because it was doing some weird things. It worked fine with A_CustomMissile, but changing it to A_SpawnProjectile, the projectile had a lot more upward pitch, and that made no sense.
Please Log in or Create an account to join the conversation.
- Ghastly
- Topic Author
- Administrator
Less
More
- Posts: 33
5 years 8 months ago - 5 years 8 months ago #3
by Ghastly
Fixed versions are on the first post.
Replied by Ghastly on topic [UPDATE] ZScriptification, O through Z
Looking back, I'm actually not sure. I think I was leaving it open for someone to change more easily later on, but it's easy for them to check the wiki anyway. Reverted back to A_PosAttack, since it just looks cleaner. I also noticed AttackSound wasn't actually being used in both the ZScript and Decorate versions (A_PosAttack plays a specific sound and doesn't use AttackSound), so I removed that.Blue Shadow wrote: RapidFireTrooper
- What's the reason behind replacing A_PosAttack with a custom function?
Yep, that did it, added the flag back.Testing the ZScript version, with the flag set, I don't experience the pitch problem. This was tested using GZDoom 3.7.2 and a development build (3.8pre-727-gc4ef8ce46). Testing the DECORATE version, with the flag set, I experience the problem in GZDoom 3.7.2 only. In the development build it's working fine. So it's probably a bug in 3.7.2 which got fixed later on.
Fixed versions are on the first post.
Last edit: 5 years 8 months ago by Ghastly.
Please Log in or Create an account to join the conversation.
- Blue Shadow
- Administrator
Less
More
- Posts: 1129
5 years 8 months ago - 5 years 8 months ago #4
by Blue Shadow
Replied by Blue Shadow on topic [UPDATE] ZScriptification, O through Z
All seems good - approved.
Edit: ... and uploaded.
Edit: ... and uploaded.
Last edit: 5 years 8 months ago by Blue Shadow.
Please Log in or Create an account to join the conversation.