Projectiles and teleport lines
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
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Projectiles and teleport lines
Is there any way to get projectiles to cross teleport lines like players do? I know it can be done for decorate projectiles, but is there a bex equivalent for the default projectiles?
(I need this to work, as an important trick I've thought up depends on projectiles being able to teleport via teleport lines and retain speed and direction on the other side)
(I need this to work, as an important trick I've thought up depends on projectiles being able to teleport via teleport lines and retain speed and direction on the other side)
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Industrial Zone
Here's a snippet of the bex patch:
and when I tried it the plasma shots just went through the line (which was tested with the player and then flagged 'projectile crosses') and hit the wall. Is there something I'm missing?
Code: Select all
Thing 35 (Plasma Bullet)
Bits = NOBLOCKMAP+NOGRAVITY+DROPOFF+MISSILE+PCROSS+IMPACT
- Cutmanmike
- Posts: 11336
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Yea try this instead once.
I'm pretty sure that's all you need. That's all I've ever had to do. I have been using a dehacked patch for over a year now that is nothing more than.
I like having a teleportable rocket. Cuz in essence a rocket in real life is matter, and these are matter transporters. I have the floatbob on cuz it adds a little bit of a wind resistance effect. It also helps in deathmatch cuz some people like to jump over your rocket. If they jump they get it in the nuts. If they don't jump they get it in the nuts and the head.
Code: Select all
Bits = pcross
Code: Select all
Thing 34 (Rocket (in air))
bits = floatbob + pcross
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49085
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
That really shouldn't make any difference. Both patches set the flags2 field so the NOTELEPORT flag should be cleared.Lumpy wrote:Yea try this instead once.I'm pretty sure that's all you need. That's all I've ever had to do. I have been using a dehacked patch for over a year now that is nothing more than.Code: Select all
Bits = pcross
I like having a teleportable rocket. Cuz in essence a rocket in real life is matter, and these are matter transporters. I have the floatbob on cuz it adds a little bit of a wind resistance effect. It also helps in deathmatch cuz some people like to jump over your rocket. If they jump they get it in the nuts. If they don't jump they get it in the nuts and the head.Code: Select all
Thing 34 (Rocket (in air)) bits = floatbob + pcross
- Cutmanmike
- Posts: 11336
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49085
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
HotWax wrote:Without looking at the code, either NOBLOCKMAP or MISSILE may have inherently prevented the object from teleporting.
No, they don't.
MISSILE is much less general in ZDoom than in Doom. The flag that prevents teleporting is NOTELEPORT. Otherwise a PCROSS flag wouldn't make much sense, would it?
NOBLOCKMAP excludes an object only from passive collision checking, not from active - i.e. the movement of the projectile is fully checked but no other object can run into a projectile.
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Industrial Zone
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Industrial Zone