[Info] Breakable or Exploding Objects (colums or barrels)
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DieHard Wolfers -> Code Crackers

#1: [Info] Breakable or Exploding Objects (colums or barrels) Author: wolf3dbreakerLocation: Philippines PostPosted: Wed Jun 25, 2003 4:15 am
    —
Ummm.. anyone tried making breakable objects here? well, when you try to walk to it sidewards....

THERE WILL BE A DARN TOOOOTIIINN ROOOTIN WHAT IN THE NAME OF UNCLE SAM

invisible block. could anyone help me out.
thanks

P.S if you played spear ressurection, the breakable objects don't have an invisible block. OOHHH MCS! I HOPE THAT YOU WILL ANSWER OR ANYONE PLEASE!

#2: Re: Breakable objects Author: Guest PostPosted: Wed Jun 25, 2003 5:05 am
    —
wolf3dbreaker wrote:
Ummm.. anyone tried making breakable objects here? well, when you try to walk to it sidewards....

THERE WILL BE A DARN TOOOOTIIINN ROOOTIN WHAT IN THE NAME OF UNCLE SAM

invisible block. could anyone help me out.
thanks

P.S if you played spear ressurection, the breakable objects don't have an invisible block. OOHHH MCS! I HOPE THAT YOU WILL ANSWER OR ANYONE PLEASE!


Actually, MCS has already answered this question in the past.

MCS wrote:

In WL_DEF.H:

#define MINACTORDIST 0x10000l // minimum dist from player center
// to any actor center

#define MINPLAYERDIST 0xd800l // MCS: used in WL_AGENT.C instead of MINACTORDIST
// so player can pass between fake boss objects


In WL_AGENT.C:

if (deltax < -MINPLAYERDIST || deltax > MINPLAYERDIST)
continue;
deltay = ob->y - check->y;
if (deltay < -MINPLAYERDIST || deltay > MINPLAYERDIST)
continue;
// MCS: see comment in WL_DEF.H, orig. MINACTORDIST

You could adjust the 0xd800 value to suit your particular needs.
Also, you could use check->obclass to vary between both values, as to distinguish between fake objects and regular guards, to avoid the "running through" mentioned above.



The reason you get an "invisible block" is because of the "MINACTORDIST"
defined in WL_DEF.H. This number tells how close BJ can get to an actor object. If there are 2 of them side by side, BJ won't be able to pass between them. But by reducing the MINACTORDIST value, you can solve this problem. MCS uses an example of "MINPLAYERDIST" which equals 0xd800 instead of 0x10000.

#3: Re: Breakable objects Author: Dugtrio17Location: Seattle PostPosted: Wed Jun 25, 2003 12:22 pm
    —
Ah hah! I remember starting this topic on the old dome forums, but I forgot where I put the tip. Thanks for digging that up Wolf, and thanks go to MCS for stopping my gray hairs in the first place! Smile
and it's rootin tootin, by the way Smile (i think)

#4: [Help] Exploding Objects Author: Guest PostPosted: Sun Dec 14, 2003 12:53 pm
    —
whos got the exploding objects tutorial?


----------------------------------

Edited by BrotherTank,

Please refrain from using foul language as per the rules of the forums.

#5: Re: Exploding shit Author: Raistlin PostPosted: Sun Dec 14, 2003 1:42 pm
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Uh.....is this a trick question?

Smile Smile

#6: Re: Exploding shit Author: Guest PostPosted: Sun Dec 14, 2003 4:36 pm
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In fact, there is only one tutorial on this on the net, on Paal Olstad website. But his tutorial suck, I have only use the exploding damage routine.

Hope that help

- Alex

#7: Re: Exploding [Censored by Mod] Author: jamezLocation: Yorkshire, UK PostPosted: Sun Dec 21, 2003 12:46 pm
    —
theres one on my old site http://verdammt.ionichost.com which uses paals as a basis.

btw Paal rules, no dissen him please

#8: Re: Exploding [Censored by Mod] Author: Guest PostPosted: Sun Dec 21, 2003 3:09 pm
    —
I know that Paal rules all his tutorials are VERY VERY VERY good but the one for the exploding barrel is a bit messy.

#9: Re: Exploding [Censored by Mod] Author: jamezLocation: Yorkshire, UK PostPosted: Mon Dec 22, 2003 1:32 pm
    —
DemolitionDerby wrote:
I know that Paal rules all his tutorials are VERY VERY VERY good but the one for the exploding barrel is a bit messy.


Give him some slack Smile hes from amsterdam... plus if you read his tutorials over and over to understand the code in them, there generally quite wel done... I used his tut's for lots of stuff such as Rocket Launcher and exploading barrels (mainly jsut for the damage routine but itworks all the same!)

#10: Re: Exploding [Censored by Mod] Author: MartinLocation: Wroclaw PostPosted: Tue Dec 23, 2003 3:02 am
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Yeah. A shame Paal isn't in the community now - he could bring some cool ideas or something. I remember he visited the DHW once, but then he left again. Sad

#11: [Help] How do I add Breakable Columns...? Author: KyleRTCWLocation: Ohio PostPosted: Sat Jan 17, 2004 9:15 am
    —
I was wondering, how can you make an breakable column without modifying an enemy? I want to make a brand new object that is a breakable column. Can someone post the code here? or send it to me at <removed> . MCS? Smile

Thanks for responding,
KyleRTCW

P.S. Sorry for posting a lot of questions/problems mod. I just suck at coding.


Last edited by KyleRTCW on Wed Apr 28, 2004 1:47 pm; edited 1 time in total

#12: Re: Breakable Columns...? Author: Guest PostPosted: Sun Jan 18, 2004 8:50 am
    —
Yo, breakable columns are very easy to do. Just create a new enemy (with MCS tutorial) with the number of frames you have for your column. Do not define any SpawnGuard or SpawnPatrol, and you will be able to create a breakable column. (It work for me at least).

Hope this help.

- Alex

#13: Re: Breakable Columns...? Author: KyleRTCWLocation: Ohio PostPosted: Sun Jan 18, 2004 9:00 am
    —
DemolitionDerby wrote:
Yo, breakable columns are very easy to do. Just create a new enemy (with MCS tutorial) with the number of frames you have for your column. Do not define any SpawnGuard or SpawnPatrol, and you will be able to create a breakable column. (It work for me at least).

Hope this help.

- Alex


I split the Hitler boss into two instead of one, that I use for the breakable column right now and because of that, if you run along wall and it try to run (close to it) pass it, it stops you. I'll try experimenting with this, Thanks. If i have problems, I'll post.

Update:

How would I do this with a boss?

#14: Re: Breakable Columns...? Author: KyleRTCWLocation: Ohio PostPosted: Mon Jan 19, 2004 10:59 am
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How can I do this? Razz

#15: Re: Breakable Columns...? Author: Guest PostPosted: Tue Jan 20, 2004 8:24 am
    —
it has something to do with the ACTORSIZE in wl_def.h or maybe thi MINDIST thing too. also when an actor is assigned the FL_SHOOTABLE flag, it automaticaly assigns the actors 'size'. i think the answer will be found in wl_def.h.

#16: Re: Breakable Columns...? Author: ZuljinRaynor PostPosted: Tue Jan 20, 2004 12:42 pm
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MarioManiac is probably onto something. Just use those tutorials and make an objects that explodes but doesn't damage. That should be it! Laughing

#17: Re: Breakable Columns...? Author: KyleRTCWLocation: Ohio PostPosted: Tue Jan 20, 2004 4:11 pm
    —
Zeta_burn wrote:
it has something to do with the ACTORSIZE in wl_def.h or maybe thi MINDIST thing too. also when an actor is assigned the FL_SHOOTABLE flag, it automaticaly assigns the actors 'size'. i think the answer will be found in wl_def.h.


Anybody recommend what I should change this too? I don't like experimenting with actor stuff.

EDIT: ACTORSIZE wasn't found in WL_DEF.H, but I thought I saw that before...

MarioManiac wrote:
I never tryied to make breakable objects, but if you want, at Paal Olstad Tutorials there explosive objects too.


Thanks for your help, but that tutorial is based of the angel of death and I will not create 16 sprites for it Razz But maybe I will look into it to get an idea. Thanks for always offering me help a lot.
If karma was enabled, you'd probably have a lot.

#18: Re: Breakable Columns...? Author: Guest PostPosted: Wed Jan 21, 2004 1:13 pm
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try lowering th MINDIST value. just a bit tho.

#19: Re: Breakable Columns...? Author: KyleRTCWLocation: Ohio PostPosted: Thu Jan 22, 2004 3:37 am
    —
It didn't work, (it didn't do anything) Crying or Very sad I tried lowering it to 900l and still no

#20: Re: Breakable Columns...? Author: KyleRTCWLocation: Ohio PostPosted: Thu Jan 22, 2004 3:26 pm
    —
oops, sorry Embarassed

#21: Exploding Barrels Author: ZuljinRaynor PostPosted: Fri Mar 12, 2004 2:17 pm
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Okay, I have tried this a lot of times but I still get errors. Does anyone know a simple way to do it? I have 5 sprites for my barrel (1 regular, 3 blowing up, one dead.) I am taking into consideration that I would have to add a new routine but Poet's tutorials are really confusing. Thanks.

Last edited by ZuljinRaynor on Fri Mar 12, 2004 3:09 pm; edited 1 time in total

#22: Re: Exploding Barrels Author: Guest PostPosted: Fri Mar 12, 2004 3:18 pm
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try going to poet's website and go to the one below after you complete the exploding barrel tutorial.

#23: Re: Exploding Barrels Author: SockmanLocation: City 17 PostPosted: Fri Mar 12, 2004 3:20 pm
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I've done this successfully. I need to know if you are using Wolf3D or Spear. If spear, you can follow the tutorial to the letter, but to get it to work in Wolf, modification needs to be done. I can show you how this is done; it's not as complex as it looks.

#24: Re: Exploding Barrels Author: ZuljinRaynor PostPosted: Fri Mar 12, 2004 3:24 pm
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I have Spear.

#25: Re: Exploding Barrels Author: SockmanLocation: City 17 PostPosted: Fri Mar 12, 2004 3:47 pm
    —
This is easier. That is, unless you don't want to use the AOD as your barrel. I wouldn't in your case, seeing as how frames/enemy AI are somewhat wasted there. I'd go with Trans Grosse, but of course changes are required.

Poet uses A_StartAttack for the detonation and range damage of the barrel. This is an AOD AI already coded in and changed. You, of course will want to use a new one. Copy it the same, but be sure to define it as something new (I used A_Explode) and change Void A_StartAttack to your new definition.

You've changed sprites, so now you want to change the enemy code. In WL_Act2.c, under the statetypes, change the second NULL in the first death statetype to your exploding routine.

You'll want to add a sound in there also, but that's straightforward. Throw it in at the start of your explosion routine.

That's about as much help as I can be to you without looking through my code or the tutorial itself. If you're sill lost in the jungle w/o a machete, I'll try and simplify this.

Good luck.

#26: Re: Exploding Barrels Author: ZuljinRaynor PostPosted: Fri Mar 12, 2004 3:53 pm
    —
Uh, I am using Trans as a boss (different name and sprites). I want a new barrel object from nothing/copy and pasting. Trans is now Jose Schiltz.

I'll try something with this (maybe) but I would rather have a tutorial with adding a new object and its routines. It would be most helpful.

#27: Re: [Info] Breakable or Exploding Objects (colums or barrels Author: XarkonLocation: West Australia PostPosted: Fri Mar 19, 2004 8:08 pm
    —
I wanna make a toilet that self destructs! Where do I gte this tutorial??

Joel Corrigan Smile

#28: Re: [Info] Breakable or Exploding Objects (colums or barrels Author: Dugtrio17Location: Seattle PostPosted: Sat Mar 20, 2004 7:27 am
    —
You make it like you would any other explodable object.
And about Poet's tutorial: It's simpler than you think. He shows you not only how to make the explosion routine, but how to convert an existing boss into an explodable object. All you really need is the routine (the A_Explosion or whatever it's called code). Once you've got the routine in, you can use it for anything: Exploding objects, exploding missiles, or even exploding enemies! To make an exploding object, just stick the routine into the enemy's code like so:
::: CODE :::
statetype s_barreldie1 ={false,SPR_BAR_DIE_1,15,NULL,A_Explosion,&s_barreldie2};
statetype s_barreldie2 = {false,SPR_BAR_DIE_2,15,NULL,NULL,&s_barreldie3};
statetype s_barreldie3 = {false,SPR_BAR_DIE_3,15,NULL,NULL,&s_barreldie4};

That way when it dies, it booms.
But if you're experiencing errors of another nature (which they CAN occur; I seem to remember Wolf3d bombing out with an error like "An active object called SightPlayer!"), then that's something I can't help with without a better description or an excerpt from the source.

#29: Re: [Info] Breakable or Exploding Objects (colums or barrels Author: ZuljinRaynor PostPosted: Mon Mar 22, 2004 1:26 pm
    —
You can get a tutorial on my site. I was able to add barrels.
http://clik.to/zrtc

Should be up soon.

#30: Re: [Info] Breakable or Exploding Objects (colums or barrels Author: Guest PostPosted: Thu Jan 06, 2005 6:47 am
    —
I've followed the tutorial from ZuljinRaynor, and I compiled with no errors.

But what do I have to do next?

I did add 5 sprites after the Chaingun in FloEdit, and add a new record (with proffesional mode)

But I don't see a thing in the game Sad



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