Can't make mines explode

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I am trying to make a character be a minelayer but when an enemy hits the mines they don't blow up like they're supposed to. Here's the code for the mine so it can be figured out more easily.

Code:
Thing 303
MAPTHINGNUM = -1
SPAWNSTATE = 1709
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 140
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 901
DEATHSOUND = 35
XDEATHSTATE = 0
SPEED = 8
RADIUS = 1048576
HEIGHT = 1572864
MASS = 100
DAMAGE = 1
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 33620500

FRAME 1709
SPRITENUMBER = 200
SPRITESUBNUMBER = 0
DURATION = 3
NEXT = 1710

FRAME 1710
SPRITENUMBER = 200
SPRITESUBNUMBER = 1
DURATION = 3
NEXT = 1711

FRAME 1711
SPRITENUMBER = 200
SPRITESUBNUMBER = 65536
DURATION = 3
NEXT = 1712

FRAME 1712
SPRITENUMBER = 200
SPRITESUBNUMBER = 65537
DURATION = 3
NEXT = 1713

FRAME 1713
SPRITENUMBER = 200
SPRITESUBNUMBER = 131072
DURATION = 3
NEXT = 1714

FRAME 1714
SPRITENUMBER = 200
SPRITESUBNUMBER = 131073
DURATION = 3
NEXT = 1713

SOUND 140
PRIORITY = 32
 
They would explode for other players if they were springs, but then that doesn't work on enemies because they can't use springs.

And mine's don't really work on enemies anyway. The chance of them hitting it is slim.
 
Missiles don't function properly unless they're moving at least a little. Try using A_MoveRelative to make the object "vibrate"
 
Draykon said:
Missiles don't function properly unless they're moving at least a little. Try using A_MoveRelative to make the object "vibrate"
So, what values does this require to make it vibrate?

EDIT: Okay, I've tried to make the mines vibrate but they aren't really doing what they're supposed to, instead they go slowly hurtling off to one direction in a very retarded way. Here's what I have added to the object's states.

Code:
FRAME 1715
SPRITENUMBER = 200
SPRITESUBNUMBER = 196608
DURATION = 3
NEXT = 1716
ACTION A_MoveRelative
VAR1 = 90
VAR2 = 1

FRAME 1716
SPRITENUMBER = 200
SPRITESUBNUMBER = 196609
DURATION = 3
NEXT = 1715
ACTION A_MoveRelative
VAR1 = 270
VAR2 = 1

I mean, this is really urgent as I need the character to be released by either later today or tomorrow.
 
In all honesty, I'm not sure a proper "mine" attack has ever been created with SOCs. So I'm not totally sure how to make it work perfectly. So bear with me if I'm guessing.

It's a longshot, but try just using 0 and 180, rather than 90 and 270.
Also, make sure the "mine" object's "speed" value is 0.
 
I've actually did that already, before I posted the code, and it still hasn't worked.

EDIT: Oh well, if that hasn't worked, I guess I'll have to make the mine behave like a Deton instead.

EDIT 2: And that doesn't work, either! :(

EDIT 3: Aah, screw mines, this is going to be scrapped. Mines cancelled kthanxbai... *shot for HMS123311 reference*
 
...

astar wins for pointing out the overlooked obvious.

Edit: Wait, that would just make the mines deal damage, not actually explode or disappear.
 
hm... try using A_look with PainChance 1. Then the next frame would be A_ringexplode. Your Explosion object? I dunno.And The next State would be:
Code:
0- S_null
[/code]
 
You tricked me into looking at SOCedit to find that...

::EDIT::

If you give me the sprites,I will give you a WAD with it.
 
astar said:
you give me the sprites,I will give you a WAD with it.
Well, I lost the sprites on this computer, but I do have them on another one. :/

Why don't you use some temporary sprites? I can replace those with the proper ones myself later. Also, the two sprites used for this should be named F010A0 and F010B0.
 
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