Espi Posted September 30, 2000 When these gibs hit something they seem to gain more speed rather than losing it, and that's not what I want, I want gibs to act like the Quake or Quake II gibs. I tried to figure out how the QDoom gibs were made but it looks quite a mess to me. [GIB_BOUNCE] ATTACKTYPE=SKULLFLY; ASSAULT_SPEED=1; [SPAWN_GIB_1] ATTACKTYPE=SPAWNER; BOUNCE_SPEED=0.4; ATTACK_HEIGHT=32; ATTACK_SPECIAL=PRESTEP_SPAWN,ANGLED_SPAWN,REMOVE_FAILED_SPAWN; PROJECTILE_SPECIAL=BOUNCE; SPAWNED_OBJECT=GIB1; SPAWN_OBJECT_STATE=SPAWN:1; [GIB1] RADIUS=1; HEIGHT=1; BOUNCE_SPEED=0.5; MASS=10; SPECIAL=NOBLOCKMAP,CORPSE,DROPOFF,BOUNCE; STATES(SPAWN)=GIB1:A:1:NORMAL:NOTHING, GIB1:A:5:NORMAL:SPARE_ATTACK(GIB_BOUNCE), GIB1:B:6:NORMAL:NOTHING, GIB1:C:6:NORMAL:NOTHING, GIB1:A:6:NORMAL:NOTHING, GIB1:B:6:NORMAL:NOTHING, GIB1:C:-1:NORMAL:NOTHING; 0 Share this post Link to post
Guest Fanatic Posted September 30, 2000 The QDOOM gib code is a mess, big time, but they work. If you look at it piece by piece, it makes sense. Check out the QDOOM bouncing shells code (in DDFATK and DDFWEAP lump), use something like that instead to spawn gibs (call for them in the monsters overkill states). It's a lot easier to read too. :) 0 Share this post Link to post
sirgalahadwizar Posted October 6, 2000 I wouldn't use things. Instead have about 2-4 different projectile attacks that are spawned like this: spare_attack=gib4; guy1:h:0:normal:spare_attack(gib1), guy1:h:0:normal:spare_attack(gib2), guy1:h:0:normal:spare_attack(gib3), guy1:h:5:normal:spare_attack, etc... thanx alot fanatic for clarifying that the parethesis attacks are cross-ddf compatable (putting another attack inside the parethesis) 0 Share this post Link to post
Guest Fanatic Posted October 6, 2000 I used things and spawners because of the ANGLED_SPAWN special. Otherwise the gibs would aim towards the player, and would probably crash if spawned by you (e.g. you get gib'd by the Cyberdemon), since there is no target. 0 Share this post Link to post
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