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Help to create a vase that casts pearls


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I wanted to do it myself, but no matter how hard I try, I can't even create an item myself. I tried and tried and after the frustration I gave up and decided to come to this forum for help.

 

What I need to do is that when I break these vases, several pearls pop out, that yellow one that I put at the beginning of the vases. But as I said before, I am not capable of doing even the one who can take the pearl.

 

Jarras.png

 

I also need the pearl to be able to take it, and that a script can be executed, as in the image. I just need it to be acquired without anything, just run the script and that's it.

 

White.png

 

How could I do this? I was filled with errors, I could not execute the map, since everything I tried to do with the item gave an error.

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The pearls popping from the broken vases could be achieved by calling A_SpawnItemEx during their death state.

Is the pearl derived from CustomInventory? If it is, then it looks like it should work. 

 

I also think decorate function calls should not have ';' at end.

 

If you get lot of errors, it may be better to show here more code I think.

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54 minutes ago, jaeden said:

The pearls popping from the broken vases could be achieved by calling A_SpawnItemEx during their death state.

Is the pearl derived from CustomInventory? If it is, then it looks like it should work. 

 

I also think decorate function calls should not have ';' at end.

 

If you get lot of errors, it may be better to show here more code I think. 

 

I'm doing it, but I got stuck. T_T When the parts of the vase pop, they sound like pieces of meat. And I don't know why it happens.

 

**************

ACTOR MarbleUrn 32313
{
  Health 30
  Radius 16
  Height 40
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +DONTGIB
  -NOGRAVITY
  States
  {
  Spawn:
    MURN A -1
    Stop
  }
}

 

ACTOR MarbleUrnRed : MarbleUrn 32315
{
  States
  {
  Spawn:
    MURN C -1
    Stop
  Death:
    //REDJ ABCD 2
    TNT1 A 0 //A_PlayWeaponSound("BOARDBRE")
    TNT1 A 0 A_XScream
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_SpawnDebris("RJAGs2")
    TNT1 A 0 A_SpawnDebris("RJAGs3")
    TNT1 A 0 A_SpawnDebris("RJAGs4")
    stop
  }
}

 

actor RJAGs1
{
  Radius 4
  Height 4
  Speed 0
  Projectile
  -NOGRAVITY
  Gravity 0.8
  health 1
  scale 0.5
}

 

actor RJAGs2 : RJAGs1
{
  Scale 1.0
  health 3
  States
  {
  Spawn:
    REDJ ABCD 5
    loop
  Death:
    REDJ ABCD 4 A_Gravity
    stop
  }
}

 

actor RJAGs3 : RJAGs1
{
  Scale 1.0
  health 3
  States
  {
  Spawn:
    REDJ EFGH 5
    loop
  Death:
    REDJ EFGH 4 A_Gravity
    stop
  }
}

 

actor RJAGs4 : RJAGs1
{
  Scale 1.0
  health 3
  States
  {
  Spawn:
    REDJ IJKL 5
    loop
  Death:
    REDJ IJKL 4 A_Gravity
    stop
  }
}

 

**********

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A_XScream does the "pieces of meat" sound.

Playing the sound should be done by either A_Scream (which plays the actor's DeathSound), or by A_StartSound (which plays any sound you put there)

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1 hour ago, jaeden said:

A_XScream does the "pieces of meat" sound.

Playing the sound should be done by either A_Scream (which plays the actor's DeathSound), or by A_StartSound (which plays any sound you put there)

Thank you!! You are a master!

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