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[Dehacked] NOGRAVITY-flag on player

 
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[FEAR]Tobi
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Joined: 12 Jan 2007
Location: Stuck in my mansion

PostPosted: Thu Jul 15, 2010 12:44 am    Post subject: [Dehacked] NOGRAVITY-flag on player Reply with quote

I think this might be useful for making some wads.
In ZDoom it works, I hope it can be added in future versions here too, thanks.
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[NSoD]RG_Sniper
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Joined: 07 Oct 2010

PostPosted: Fri Jan 14, 2011 5:09 am    Post subject: Reply with quote

how would it be useful if your stuck to the celing all the time? lol
when you make the wad, just put a waterzone thing in every sector to have the fly affect that zdoom has
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Thu Jan 20, 2011 3:03 am    Post subject: Reply with quote

The difference is... well, there may be a major clue to it in the thread title.

Y'know, the 'on player' part? Hands up anyone can tell me how that would be different to nuking the gravity on whole sectors?

There's other player properties which can't currently be dehacked too - like speed.
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marcus_wargo
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PostPosted: Sun Mar 27, 2011 2:02 am    Post subject: Reply with quote

Quote:
Hands up anyone can tell me how that would be different to nuking the gravity on whole sectors?


^raises hand*
It only affects the player, not everything in the sector .


And RG_Sniper, it can be especially useful if your one of those people
who play the wad to have fun, not to look at the impracticality of the author.
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Sr69Mm-jC
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Joined: 21 Jul 2011

PostPosted: Mon Aug 01, 2011 6:59 am    Post subject: Reply with quote

I know I'm replying to a 1-year-old topic but I'd still like to leave it here, maybe for people who might want to do the same.

Code:
Script 1 (void)
{
   SetPlayerProperty(0,ON,PROP_FLY);
}


Activate this script by something on your map, I think "Actor leaves sector" placed inside a sector which surrounds player spawn locations would be good enough. It works in 109 online. Can't say anything about 108.
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EarthQuake
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Joined: 02 Apr 2004
Location: Athens, Ohio. Dieblieber gonna getcha!

PostPosted: Mon Aug 01, 2011 8:22 pm    Post subject: Reply with quote

That's sudden news! If SetPlayerProperty() works for setting flight, there's a chance the other properties work as well! Can anyone with a server binary confirm what does and doesn't work about the special?
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Mon Aug 01, 2011 11:14 pm    Post subject: Reply with quote

Oh yah, I meant to comment on this earlier. That is fantastic news, but they certainly don't all work.
List of properties here:
http://zdoom.org/wiki/SetPlayerProperty

Speed and frozen do not work even offline. Those were the only two I was interested in, as most other stuff can be handled via Give_Inventory.
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Kilgore
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Joined: 17 Jun 2003
Location: Up the river

PostPosted: Tue Aug 02, 2011 11:38 am    Post subject: Reply with quote

If it doesnt' work offline, it means it's not from zdoom 1.23; I wouldn't expect that to work in c/s mode then.

First order of business is to make existing stuff work the same in sp and c/s modes. ZDoom 2.x extensions come later.
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Cybershark
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Joined: 05 Jan 2005
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PostPosted: Wed Aug 03, 2011 4:20 am    Post subject: Reply with quote

Sure, man.

It's just not always obvious what was supported in earlier versions of Zdoom. Understand that I was activating these properties via the numerical index - rather than that 'PROP_W/E' method. So, for me looking in on it that way, it seems that (logically) values 0, 1 and 2 would have been added to the engine before 3 was.

It'd all be cool, but whenever. I only just knew about this stuff off the back of SR69's post.
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Sr69Mm-jC
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Joined: 21 Jul 2011

PostPosted: Wed Aug 03, 2011 12:38 pm    Post subject: Reply with quote

Well I noticed this in xlan2011.wad so I should give credit to XXX clan for discovering this, I guess Razz
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