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>> No.4080371 [View]
File: 348 KB, 1680x984, Zscriptconvertingishardashell.png [View same] [iqdb] [saucenao] [google]
4080371

>>4078248
Hi, NotS developer here (that obscure wanna-be Castlevania game mod, you know...)

I'm in the middle of a total conversion in ZScript...long, tedious and frustrating to understand, but I admit it has its own merits too. For example, as I'm in the middle of converting powerups right now, I can make the Clock Powerup (AKA Time freeze, see pic) handle its lights and translucency cycles without ACSes, present in earlier versions of NotS. Don't worry, the hidden effect will still be there.
AS this process will take a while, I'm sad to say that there won't be "new and exciting pics" to show you for quite sometime, but it will be worth it.
Also, seems that no one noticed that if the last monster in an area was a Boss, it will spawn a sphere. Also, if said Boss were to be the last monster on the map, you'll get additional effects. What a shame.

>>4079652
The easiest way is to ZScript, by storing a variable into a projectile and overriding the "SpecialMissileHit" function. From there, you should be able to use the Actor victim pointer to retrieve its radius and finally, use that to determine wheter the missile should continue killing or not. The MageStaffFX2's example (Zdoom Wiki -> Zscript -> Virtual Fucntions) should give you an headstart.

>> No.4080357 [DELETED]  [View]
File: 348 KB, 1680x984, Zscriptconvertingishardashell.png [View same] [iqdb] [saucenao] [google]
4080357

>>4078248
Hi, NotS developer here (that obscure wanna-be Castlevania game mod, you know...)

I'm in the middle of a total conversion in ZScript...long, tedious and frustrating to understand, but I admit it has its own merits too. For example, as I'm in the middle of converting powerups right now, I can make the Clock Powerup (AKA Time freeze, see pic) handle its lights and translucency cycles without ACSes, present in earlier versions of NotS. Don't worry, the hidden effect will still be there.
AS this process will take a while, I'm sad to say that there won't be "new and exciting pics" to show you for quite sometime, but it will be worth it.
Also, seems that no one noticed that if the last monster in an area was a Boss, it will spawn a sphere. Also, if said Boss were to be the last monster on the map, you'll get additional effects. What a shame.

>>4079652
The easiest way is to ZScript, by storing a variable into a projectile and overriding the "SpecialMissileHit" function. From there, you should be able to use the Actor victim pointer to retrieve its radius and finally, use that to determine wheter the missile should continue killing or not. The MageStaffFX2's example https://zdoom.org/wiki/ZScript_virtual_functions should give you an headstart.

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