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View Full Version : Solidcorpse No more. Please


Ebola
February 21st, 2006, 01:55 PM
I would just like to sak you to not include the solidcorpse option in the next Legacy. It's a bullshit feature, and it's only making it hard (maybe impossible) for a leveldesigner to make a script that checks if more than one demon is dead.

xZAOx
February 21st, 2006, 02:47 PM
Does anyone actually use this feature? Although it is kinda fun on doom 2 map 30, other that, pretty useless..

Aliotroph?
February 22nd, 2006, 01:09 AM
I would just like to sak you to not include the solidcorpse option in the next Legacy. It's a bullshit feature, and it's only making it hard (maybe impossible) for a leveldesigner to make a script that checks if more than one demon is dead.

Sounds like the correct thing to do would be to modify the feature so it doesn't screw with the scripts.

smite-meister
February 22nd, 2006, 07:26 AM
I would just like to sak you to not include the solidcorpse option in the next Legacy. It's a bullshit feature, and it's only making it hard (maybe impossible) for a leveldesigner to make a script that checks if more than one demon is dead.
It could be a really cool feature if implemented correctly. Just think of Nemesis the Warlock -style "build yourself stairs using hundreds of enemy corpses" puzzles:)

Give me an example of your demon-checking script, and I'll see what can be done.

Planky
February 23rd, 2006, 03:43 PM
The problem with solidcorpse is that the monsters gain 20 health on death.

It's pretty easier to check. Get a tip to display an imps health in a loop. Kill the imp and you will see the health drop 0 then gain 20 when it becomes a corpse. It causes havok with scripts such as the ones Ebola uses.

smite-meister
February 24th, 2006, 05:59 AM
The problem with solidcorpse is that the monsters gain 20 health on death.
Don't check the health, check the MF_CORPSE flag.

Danimetal
February 24th, 2006, 06:37 AM
The objdead() function works for me in v1.42 and I just tested it with solid corpse. A script like:

script 3
{
while(1)
{
if( (objdead(1)==1) && (objdead(2)==1))
{
tip("OH YES!!");
}
wait(1);
}
}
does work perfectly so it could be another solution...

Now, I don´t know exactly why I ask here, maybe I hope Smite-Meister to read it:
Additionally, arrays cannot be created in the hubscript
So, that means that an array would be only usable by one script (the script in wich it´s declared) and to use its values in other scripts you´d have to pass them to a variable (or variables so you can get an index number and the value contained there) declared in the hub. Will this be the behavior of arrays in V2.0?.

Heidi
February 24th, 2006, 09:59 AM
Please don't remove it, DM ain't just as nice without it, in fact, I'd even use it on regular SP games if I could walk over any corpse and not just small ones.

Hate it?, don't enable it it :D

Jaquboss
February 24th, 2006, 10:40 AM
it is great feature, because with that you can gib corpses..
very nice when i was using md2 pack ( shooting rotating corpses resulted in rotating bloodpool )

Ebola
February 24th, 2006, 11:37 AM
The objdead() function works for me in v1.42 and I just tested it with solid corpse. A script like:



When I tested it, it didn't work. I guess I might have done something wrong.

Danimetal
February 24th, 2006, 11:54 AM
Let me see... Here:

while(1)
{
if( (objdead(1)==1) && (objdead(2)==1))
{
tip("OH YES!!");
}
wait(1);
}
I made that for testing purposes some hours ago and it worked.

Ebola
February 25th, 2006, 04:06 PM
Indeed. That do work. Thanks. I suck.

Rellik_jmd
February 25th, 2006, 09:05 PM
How can the Doom Legacy edeting genious extraordinare guru suck? That'd be like Planky saying "I rock". :D

Danimetal
February 25th, 2006, 09:16 PM
The trick must be, obviously, in the word edeting.

Aliotroph?
February 25th, 2006, 09:21 PM
Indeed. Ever since he went off to write stuff Rellik has had a bigger vocabulary than the rest of us. :D