header general

[UPDATE] Marble Urns

  • CaptainToenail
  • CaptainToenail's Avatar Topic Author
  • Wicked
  • Wicked
More
2 years 11 months ago - 2 years 11 months ago #1 by CaptainToenail
[UPDATE] Marble Urns was created by CaptainToenail
An update to the old Marble urns entry
  • Urns are now shootable and pushable. When destroyed they will smash into pieces and there is a chance for items to be dropped. They now function in a similar manner to the pots from Hexen.
  • Pk3 format
  • Optimised pngs
  • A large variety of new and unusual colours provided with translations
  • The old sprites are still in the wad for use with non-zdoom ports
  • New code including editor tags


Information:
Name: Marble Urns
Connection: None
Palette: Doom
Summon: MarbleUrn, (color)Urn
Ambient Sound: No
De-/Activatable: No
Destroyable: Yes
Special Effects: No
Brightmaps: No
Actor modification: No
ACS: No

Credits:
Code: Captain Toenail
Sounds: Freesound.org (Kinoton)
Sprites: Captain Toenail, Hexen
Sprite Edit: Captain Toenail
Idea Base: Hexen smashable vases

Description:
A marble urn in a large variety of colours. Can be pushed and is shootable. 
Smashing them open may reveal bonus items hidden inside.
Attachments:
Last edit: 2 years 11 months ago by CaptainToenail.

Please Log in or Create an account to join the conversation.

  • inkoalawetrust
  • inkoalawetrust's Avatar
  • Moderator
  • Moderator
More
2 years 11 months ago #2 by inkoalawetrust
Replied by inkoalawetrust on topic [UPDATE] Marble Urns
I noticed that the UrnBit actor goes to a different fade state for each of its' sprite variants. But ZDoom allows you to use ##### characters in place of normal sprite names and/or frames, and that special name will make the state it's used in show the last proper sprite name and/or frame. So for example this:
Code:
Urn1:                 MBIT F 140             Urn1Check:                 MBIT F 16 A_CheckSight ("Urn1Fade")                 Loop             Urn2:                 MBIT G 140             Urn2Check:                 MBIT G 16 A_CheckSight ("Urn2Fade")                 Loop             Urn3:                 MBIT H 140             Urn3Check:                 MBIT H 16 A_CheckSight ("Urn3Fade")                 Loop             Urn4:                 MBIT I 140             Urn4Check:                 MBIT I 16 A_CheckSight ("Urn4Fade")                 Loop             Urn5:                 MBIT J 140             Urn5Check:                 MBIT J 16 A_CheckSight ("Urn5Fade")                 Loop             Urn1Fade:                 MBIT F 2 A_FadeOut (0.1)                 Loop             Urn2Fade:                 MBIT G 2 A_FadeOut (0.1)                 Loop             Urn3Fade:                 MBIT H 2 A_FadeOut (0.1)                 Loop             Urn4Fade:                 MBIT I 2 A_FadeOut (0.1)                 Loop             Urn5Fade:                 MBIT J 2 A_FadeOut (0.1)                 Loop

Can just be shortened to this:
Code:
            Urn1:                 MBIT F 140             Urn1Check:                 MBIT F 16 A_CheckSight ("UrnFade")                 Loop             Urn2:                 MBIT G 140             Urn2Check:                 MBIT G 16 A_CheckSight ("UrnFade")                 Loop             Urn3:                 MBIT H 140             Urn3Check:                 MBIT H 16 A_CheckSight ("UrnFade")                 Loop             Urn4:                 MBIT I 140             Urn4Check:                 MBIT I 16 A_CheckSight ("UrnFade")                 Loop             Urn5:                 MBIT J 140             Urn5Check:                 MBIT J 16 A_CheckSight ("UrnFade")                 Loop             UrnFade:                 MBIT # 2 A_FadeOut (0.1)                 Loop

And UrnFade will now use whatever sprite later it was on previously.

Please Log in or Create an account to join the conversation.

  • CaptainToenail
  • CaptainToenail's Avatar Topic Author
  • Wicked
  • Wicked
More
2 years 11 months ago #3 by CaptainToenail
Replied by CaptainToenail on topic [UPDATE] Marble Urns
Neat I did not know that was possible. That is much more elegant solution.

I have updated the code with your suggestion.

I also fixed some typos, added a brown colour option and made the pushable flag toggleable in the editor.

Here is the updated description and file.

Information:
Name: Marble Urns
Connection: None
Palette: Doom
Summon: MarbleUrn, Urn
Ambient Sound: No
De-/Activatable: No
Destroyable: Yes
Special Effects: No
Brightmaps: No
Actor modification: No
ACS: No

Credits:
Code: Captain Toenail
Sounds: Freesound.org (Kinoton)
Sprites: Captain Toenail, Hexen
Sprite Edit: Captain Toenail
Idea Base: Hexen smashable vases

Description:
A marble urn in a large variety of colours. 
Smashing them open may reveal bonus items hidden inside.
Can be toggled to be pushable in the map editor.
Attachments:

Please Log in or Create an account to join the conversation.

  • mattbratt11
  • mattbratt11's Avatar
  • Chaingunner
  • Chaingunner
More
2 years 11 months ago - 2 years 11 months ago #4 by mattbratt11
Replied by mattbratt11 on topic [UPDATE] Marble? Umm...
Marble? Umm...
Last edit: 2 years 11 months ago by mattbratt11.

Please Log in or Create an account to join the conversation.

  • Gothic
  • Gothic's Avatar
  • Moderator
  • Moderator
More
2 years 11 months ago #5 by Gothic
Replied by Gothic on topic [UPDATE] Marble Urns

Please Log in or Create an account to join the conversation.