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[UPDATE] ZScriptification, A through M

  • Ghastly
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5 years 8 months ago - 5 years 8 months ago #1 by Ghastly
Apotheosis, BFG10k, Blood Scepter, Cult Staff, Double Grenade Launcher, Flamethrower, Flashlight, Frost Fang, KDiZD Grenade Launcher, Skulltag Grenade Launcher, Hellstorm Cannon, Karasawa, Lightbringer, and Minigun. All should work the same as they did before with the following changes:

Apotheosis:
Added SXF_TRANSFERPOINTERS to the BoltShooter actor, so kills are properly credited to the player who fired the weapon. Also had to remove the ~ from the name of the powered version in the ZScript version.

BFG10K:
Removed a reference to an obituary string in the bulletpuff actor with no corresponding Language lump. It was unnecessary anyway because the weapon already had an obituary.

Blood Scepter:
Streamlined the monster death state in the Decorate and ZScript version. Had to remove the ~ from the name of the powered version in the ZScript version.

Cult Staff:
I'm pretty sure "Random(1,-1)*frandom(0,8)" was supposed to be in the Pitch parameter and not in Flags parameter, in CultShot2 and 3. Fixed it, and added CMF_TRACKOWNER so it properly tracks kills. Also, changed the FRandom damage parameter to Random because Damage is in integers.

Frost Fang:
Ammo no longer replaces BlasterAmmo (doesn't really matter, but still).

Grenade Launcher (KDiZD):
Marked the projectile trail client side.

Grenade Launcher:
Commented out the +ExplodeOnDeath flag, since it seems to have to do with Skulltag medals and it gives a warning that it's deprecated.

Karasawa:
Added the NoDelay state property to the projectile's first state so the "fly" sound plays properly, and fixed the SNDINFO so it actually uses it right (checked IGPack to make sure).

Lightbringer:
Removed the ~ from the powered weapon's name, and fixed a broken dynamic light.


https://www.dropbox.com/s/muaqy04pk3lbz60/ZScriptification-Armory-AthroughM.zip?dl=0
Last edit: 5 years 8 months ago by Blue Shadow.

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5 years 7 months ago #2 by Blue Shadow
Replied by Blue Shadow on topic [UPDATE] ZScriptification, A through M
Right. Done with these. Here's what I've got:

Warning: Spoiler!

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5 years 7 months ago #3 by Ghastly
Replied by Ghastly on topic [UPDATE] ZScriptification, A through M

Blue Shadow wrote: Have you thought about using event handlers to handle the health steal ability instead of handling it by injecting code into monsters' code? This way it'd work out-of-the-box (I can help you with this if you'd like).

I thought about it, but I couldn't see a way on the wiki to restrict it to the Blood Scepter with the WorldThingDied event.

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5 years 7 months ago - 5 years 7 months ago #4 by Blue Shadow
Replied by Blue Shadow on topic [UPDATE] ZScriptification, A through M
Checking whether or not a monster got killed by the projectile should be enough.
Last edit: 5 years 7 months ago by Blue Shadow.

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5 years 1 month ago #5 by Blue Shadow
Replied by Blue Shadow on topic [UPDATE] ZScriptification, A through M
Any updates on this?

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4 years 3 months ago #6 by Blue Shadow
Replied by Blue Shadow on topic [UPDATE] ZScriptification, A through M
I took care of the problematic weapons listed above. All weapons have been updated on the repository.

A couple of notes regarding the Blood Scepter and Frost Fang:

Blood Scepter
  • I've gone with my idea of using an event handler for the health steal ability.

Frost Fang
  • Replaced Random() with FRandom() to resolve the floating point truncation warnings. This means it now behaves as was intended, as opposed to how it actually behaved.

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