Flickies

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JEV3

There and back again~
I've been designing a marsh level for some time now and have decided to make a new minus that moves slower which would be more appropriate for what I want. I assume changing the speed value will give me what I want, but it looks very awkward seeing a chicken fly out of a badnik you popped underwater.

I assume this is designated by one of the fields for the thing rather than by the states, but the wiki doesn't have any information on how to choose the flicky that will fly out of your badnik?

Additionally, what would be involved in making a new flicky specifically for my modified minus?
 
Sonic 2.
Sky Chase.
Pop a turtle badnick, turtle comes out.
AND PLUMMETS TO ITS DEATH.

And let's not forget all the burning Seals trying to cross lava.

I'm pretty sure Badnick sense is something not to be worried too much about.
 
Well you could replace the sprites of the chickens with some water dewlling creature. =P
 
Sonic 2.
Sky Chase.
Pop a turtle badnick, turtle comes out.
AND PLUMMETS TO ITS DEATH.

And let's not forget all the burning Seals trying to cross lava.

I'm pretty sure Badnick sense is something not to be worried too much about.


I allways wondered why they could survive things sonic couldn't.
 
according to the function P_KillMobj (which is executed each time a moving object is killed) inside the file p.inter it works like this:
Code:
switch (target->type)
            {
                case MT_REDCRAWLA:
                case MT_GOLDBUZZ:
                case MT_SKIM:
                    item = MT_BUNNY;
                    break;

                case MT_BLUECRAWLA:
                case MT_JETTBOMBER:
                case MT_GFZFISH:
                    item = MT_BIRD;
                    break;

                case MT_JETTGUNNER:
                case MT_CRAWLACOMMANDER:
                case MT_REDBUZZ:
                    item = MT_MOUSE;
                    break;

                case MT_GSNAPPER:
                    item = MT_COW;
                    break;

                case MT_MINUS:
                case MT_VULTURE:
                    item = MT_CHICKEN;
                    break;

                default:
                    prandom = P_Random();

                    if (prandom < 86)
                        item = MT_BUNNY;
                    else if (prandom < 172)
                        item = MT_BIRD;
                    else
                        item = MT_MOUSE;

                    break;
            }
MT_MINUS however is the typedef of Thing type 24. This means that as long as you keep using Thing slot #24 you will get chicken and nothing more but chicken. The information which animal will be released is hardcoded to the ID. Changing to a non reserved slot will cause to release bunnies, Flickies or mice by random, I assume.

Since Minus and Vulture seem to be the only ones using the chicken. I would recomend to edit Thing type 168 (MT_CHICKEN) so that it looks like and acts like what you want it to.
 
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