SupremeBioVizier Posted December 27, 2023 Last night I tried to write script for decorate lump on the hopes, where ever the player moves an image of the player sprite remains... didn't work. Anyone know if this can be done using decorate? I'm trying not to use acs script. 1 Quote Share this post Link to post
0 ViolentBeetle Posted December 27, 2023 There might be a better way, but you can probably create a thing that uses player sprites and spawn them in his wake. 1 Quote Share this post Link to post
0 SupremeBioVizier Posted December 27, 2023 actor PlayerTrail : Actor 75675 { Height 16 Radius 16 +NOGRAVITY States { Spawn: TRAI A 1 TRAI B 1 TRAI C 1 Stop } } actor PlayerTrailSpawner : Actor { States { Spawn: TNT1 A 0 A_SpawnItemEx("PlayerTrail", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER) Loop } } it says error while parsing....it shows up on inventory at least 0 Quote Share this post Link to post
0 Desfar Posted December 27, 2023 (edited) Can you copy paste the error? Best guess I have is that there is a space spawning error of some sort. Possibly adding +NOBLOCKMAP might help, as well as adding the NoCheckPosition to it. ("PlayerTrail", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER | SXF_NOCHECKPOSITION) Edited December 27, 2023 by Desfar 0 Quote Share this post Link to post
0 jaeden Posted December 27, 2023 I would just add that you probably don't want a 0-tic duration loop, or you get some game freeze/crash. 2 Quote Share this post Link to post
0 SupremeBioVizier Posted December 28, 2023 (edited) actor PlayerTrail : Actor 3505 { Height 16 Radius 16 +NOGRAVITY +NOBLOCKMAP States { Spawn: TRAI A 1 TRAI B 1 TRAI C 1 Stop } } actor PlayerTrailSpawner : Actor { States { Spawn: TNT1 A -1 A_SpawnItemEx("PlayerTrail", -16, 0, 8, 0, 0, 0, 0, SXF_SETMASTER|SXF_TRANSFERPOINTERS) } } ^ exactly whats in the decorate now, it passed the parsing and shows up in the things decorate folder in slade /////////////////////////// would I need to define the sprite in this decorate as well? (what goes here) { TRAI A 0 { Offset 0, 0 Patch TRAILA, 0, 0 } TRAI B 0 { Offset 0, 0 Patch TRAILB, 0, 0 } TRAI C 0 { Offset 0, 0 Patch TRAILC, 0, 0 } } ///////////// sprite does not show when I turn around, should there just be one png titled traia0? Edited December 28, 2023 by SupremeBioVizier 1 Quote Share this post Link to post
0 Desfar Posted December 28, 2023 Would you mind posting a small wad sample I can tinker with? 0 Quote Share this post Link to post
0 SupremeBioVizier Posted December 28, 2023 3 hours ago, Desfar said: Would you mind posting a small wad sample I can tinker with? https://www.mediafire.com/file/xdjg3bbzqkhou8x/F-ZEROBETA.wad/file here is a ruff draft of the idea I want to work on....I thought it would be cool for the cars or at least, player1 for nows hud car to leave trails behind so when you look back, there's just fading ghost images of the player 1 Quote Share this post Link to post
0 Desfar Posted December 28, 2023 (edited) FOUND IT! while you made the spawner, you never set the player to generate the item. ACTOR FastDoomPlayer : DoomPlayer { Player.ForwardMove 3.2, 3.2 // Increase forward movement speed Player.SideMove 4.2, 4.2 // Increase sidestep speed States { Spawn: PLAY A -1 Loop See: PLAY ABCD 1 A_SpawnItemEx("PlayerTrail", -16, 0, 8, 0, 0, 0, 0, SXF_SETMASTER|SXF_TRANSFERPOINTERS) Loop } } This will require finetuning, but this will make it so the player is spawning a trail MOB every tic. Transparency for the trail will also be a must. The wad blew my mind when i cracked it open love the work! Edited December 28, 2023 by Desfar 1 Quote Share this post Link to post
0 Desfar Posted December 28, 2023 Also, i would consider making it so the spawner isnt a -1 such as actor PlayerTrailSpawner : Actor { States { Spawn: TNT1 A 1 A_SpawnItemEx("PlayerTrail", -16, 0, 8, 0, 0, 0, 0, SXF_SETMASTER|SXF_TRANSFERPOINTERS) } } 1 Quote Share this post Link to post
0 SupremeBioVizier Posted December 29, 2023 18 hours ago, Desfar said: it is still not showing. I tried changing a few things but nothing worked, so this is how the script was + now with the player spawner you made ////////////////////////// actor PlayerTrail : Actor 3505 { Height 16 Radius 16 +NOGRAVITY +NOBLOCKMAP States { Spawn: TRAI A 1 TRAI B 1 TRAI C 1 Stop } } actor PlayerTrailSpawner : Actor { States { Spawn: TNT1 A 1 A_SpawnItemEx("PlayerTrail", -16, 0, 8, 0, 0, 0, 0, SXF_SETMASTER|SXF_TRANSFERPOINTERS) } } ACTOR FastDoomPlayer : DoomPlayer { Player.ForwardMove 3.2, 3.2 // Increase forward movement speed Player.SideMove 4.2, 4.2 // Increase sidestep speed States { Spawn: PLAY A -1 Loop See: PLAY ABCD 1 A_SpawnItemEx("PlayerTrail", -16, 0, 8, 0, 0, 0, 0, SXF_SETMASTER|SXF_TRANSFERPOINTERS) Loop } } 0 Quote Share this post Link to post
0 Desfar Posted December 29, 2023 So what i did for my test was to make the player trail loop, and i believe the WAD doesnt have TRAI B or TRAI C. Slap those in, and set it to loop as a test. 0 Quote Share this post Link to post
0 SupremeBioVizier Posted December 29, 2023 OKAY i got it to show but its just an image where the decorate is placed 0 Quote Share this post Link to post
0 Desfar Posted December 29, 2023 Sent a DM for deets. I'm gonna help you get this effect sorted! 0 Quote Share this post Link to post
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SupremeBioVizier
Last night I tried to write script for decorate lump on the hopes, where ever the player moves an image of the player sprite remains... didn't work. Anyone know if this can be done using decorate? I'm trying not to use acs script.
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