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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000483||Gameplay + OpenGL||[All Projects] Feature||public||2017-03-25 23:33||2017-04-03 21:30|
|Summary||0000483: WorldEvent ThingCrushed|
|Description||I'd like an event handler for when things are crushed from the ceiling.|
|Tags||No tags attached.|
|EDIT for clarification: I mean when a dead corpse gets crushed by a ceiling and turns into the generic gib pool. I'm looking to hook into that particular event.|
Can't you do that by giving your actors a 'crush' state?
There are more serious implications here if some global event was fired.
|Crush states would mean Actor replacing and it won't work with modded monsters. I just want to spawn additional special FX when monsters' corpses get crushed.|
Nash, pretty much every total-improvement I've seen replaces every monster in the game with a derived monster. It's how Metroid Dreadnought did the freezing enemies. For the Zombie Scientists that start dead and get up in Metroid Doom, I basically modified Scilliano's code, which I had to do anyway because I toned down the gore to keep Nintendo from getting squeamish about it if they ever saw it.
Don't be afraid to use the replace command. While an actor-crushed state isn't a huge change, he's right that there's a good way to do it.
|That's not the point. The idea is to make something modular, like a plugin. My Duke3D shadow mod [ https://forum.zdoom.org/viewtopic.php?f=37&t=54992&hilit=duke3d ]wouldn't have worked so well if I had to provide actor replacements for every single actor that needs to be shadowed!|
|2017-03-25 23:33||Nash||New Issue|
|2017-03-26 18:42||Nash||Note Added: 0001117|
|2017-03-28 14:44||Graf Zahl||Note Added: 0001136|
|2017-03-28 14:45||Graf Zahl||Status||new => closed|
|2017-03-28 14:45||Graf Zahl||Resolution||open => won't fix|
|2017-03-30 18:53||Nash||Note Added: 0001192|
|2017-04-03 16:28||RockstarRaccoon||Note Added: 0001231|
|2017-04-03 21:30||Nash||Note Added: 0001233|