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[Code] Blood Splatz Tutorial - Blood Splatters
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PostPosted: Mon Mar 03, 2008 1:18 pm
   Subject: [Code] Blood Splatz Tutorial - Blood Splatters
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Adam never completed it, therefore it doesn't work. You are doing nothing wrong, as there is nothing determined "wrong" yet, since there is no "right" to compare it to.

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PostPosted: Mon Mar 03, 2008 1:26 pm
   Subject: Re: [Code] Blood Splatz Tutorial - Blood Splatters
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PostPosted: Tue Mar 04, 2008 6:23 am
   Subject: Re: [Code] Blood Splatz Tutorial - Blood Splatters
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I thought he was talking about Dugtrio's blood splats (that's what this thread is about), which, I think is complete and works.

The other tutorial (the one by me) was, as stated, complete as far as I cared to take it and does work as-is to the degree shown in the screenshots.

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PostPosted: Tue Mar 04, 2008 2:07 pm
   Subject: Re: [Code] Blood Splatz Tutorial - Blood Splatters
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i am trying to say how do you (after the splat flies in air) when the guard is shot but not died, leave a pool of blood behind... not just flying and disapearing. (if any one understands my retarded english plz help)

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PostPosted: Tue Mar 04, 2008 4:22 pm
   Subject: Re: [Code] Blood Splatz Tutorial - Blood Splatters
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Ahh, you want to leave a pool of blood behind. I haven't taken a look at Adam's tutorial, but if you have a blood pool sprite, I think you can just use a SpawnStatic command.
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PostPosted: Wed Mar 05, 2008 1:52 pm
   Subject: Re: [Code] Blood Splatz Tutorial - Blood Splatters
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There was a mod that had this in it, it might have even been one of the earlier MMC competitions. The blood didn't as much splatter but it did create a blood pool on the floor when you shot and injured an enemy, it was set to randomly happen when you were playing but unfortunately I'm not sure how it was done in the coding side of things.

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PostPosted: Wed Mar 05, 2008 3:45 pm
   Subject: Re: [Code] Blood Splatz Tutorial - Blood Splatters
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Dean wrote:
There was a mod that had this in it, it might have even been one of the earlier MMC competitions. The blood didn't as much splatter but it did create a blood pool on the floor when you shot and injured an enemy, it was set to randomly happen when you were playing but unfortunately I'm not sure how it was done in the coding side of things.

I think Flo's Megademo does what you describe here, and its source code was released.

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PostPosted: Thu Mar 06, 2008 12:51 am
   Subject: Re: [Code] Blood Splatz Tutorial - Blood Splatters
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That mod, I believe, was Operation Panzerschriff. All it does is, when damaging an enemy, it checks if a Us_RndT number is above some value, say 220 or something similar, and if it is, it spawns a blood pool object on the enemy's tile.
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PostPosted: Thu Mar 06, 2008 6:47 am
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*is bad at code* where in the tut could we put the "spawn static" thingy? Smile


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PostPosted: Fri Mar 07, 2008 12:37 am
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I haven't read through the tutorial, but the Operation: Panzerschriff thing can be something along the lines of (in the DamageActor function in WL_STATE, right after the line "ob->hitpoints -= damage"):
::: CODE :::

if (US_RndT() > 220)
    SpawnStatic(ob->tilex,ob->tiley,34);

And then change 34 to whatever number your blood object is (in WL_ACT1). Smile
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PostPosted: Fri Mar 07, 2008 6:51 am
   Subject: Re: [Code] Blood Splatz Tutorial - Blood Splatters
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turns out that if you leave the splat there after a while of shooting the game crashes...

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PostPosted: Fri Mar 07, 2008 2:28 pm
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Yeah, that'll be because it generates too many static objects. To fix that, go to the SpawnStatic function in WL_ACT1 and change the very last line ("Quit(etc. etc.)") into "return;". This will simply make the game not spawn any more objects. The other way of fixing this is to make another object in WL_ACT1 using the same sprite but as an actual different object and spawning that. Then, in WL_DEF.H, put "#define BLOODSPLAT" and then the number of the object. Then put in something that removes the first blood splat and replaces it with the object being placed. Smile
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PostPosted: Fri Mar 07, 2008 8:18 pm
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do u mean that the quit etc etc will then stop the game or will it continue like normal? i also had something else to ask but i cant remember at the moment... i am in a lock in... the time is 9:16... yawn........ zzzzzz...

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PostPosted: Sat Mar 08, 2008 7:53 pm
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Actually, on second thought, putting that return there makes more problems by causing it to spawn objects beyond the bounds of the table... not good. Razz
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PostPosted: Mon Mar 10, 2008 10:44 am
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all i did was the quit etc etc thingy and changed the
statetype s_splat1 = {false,SPR_SPLAT1,12,NULL,NULL,&s_splat2};
statetype s_splat2 = {false,SPR_SPLAT2,12,NULL,NULL,&s_splat3};
statetype s_splat3 = {false,SPR_SPLAT3,12,NULL,NULL,NULL}; routiene

into

statetype s_splat1 = {false,SPR_SPLAT1,12,NULL,NULL,&s_splat2};
statetype s_splat2 = {false,SPR_SPLAT2,12,NULL,NULL,&s_splat3};
statetype s_splat3 = {false,SPR_SPLAT3,12,NULL,NULL,&s_splat3};

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PostPosted: Tue Mar 11, 2008 12:02 am
   Subject: Re: [Code] Blood Splatz Tutorial - Blood Splatters
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Oh, I see... this uses actors. Whoops. Smile Go to the function GetNewActor and change the Quit line there to a "return;". This will simply stop spawning splats rather than crashing. It'll also fix problems with projectile weapons (if you have any) crashing the game.
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