04-09-2009, 04:31 PM | #1 |
Creating new breakable wall textures
Just a quick question: how to make new breakable wall textures - like monitors etc. I've done it by checking the picnum of the wall that shotspark actor hit - it works but only for bullet weapons. Is there a way to make it work with all other projectiles and with hitradius?
|
|
04-09-2009, 05:45 PM | #2 |
Re: Creating new breakable wall textures
I cant help you exactly, but there is code for this in Nuclear Showdown by James Stanfield (JBlade).
__________________
The feeling is definitely there. It's a new morning in America... fresh, vital. The old cynicism is gone. We have faith in our leaders. We're optimistic as to what becomes of it all. It really boils down to our ability to accept. We don't need pessimism. There are no limits. We dont just want to survive, we want to succeed. - President of the USA, "They Live" |
|
04-09-2009, 07:20 PM | #3 |
Re: Creating new breakable wall textures
The ability to do that is a relatively recent addition to the scripting system. Try checking the htmovflag member of the projectile's sprite structure at the time of impact (in EVENT_KILLIT). Then you use bit manipulation on that member to determine whether the projectile hit something and get the wall ID if it was a wall.
If that's not clear, I can show you some code that does something similar.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
|
Bookmarks |
|
|