Help wanted in SOCing the Drilla

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glaber

Emblem Radar Ready
I'm sure hardly any of you are familiar with this lost badnik. Last seen within the contents of the Christmas Demo wad, the Drilla was meant to take the place of Doom Monster "Demon", or "Pinkies" as one of their nicknames were to be. Any way useing what sprites that are currently available I decided it was time for the Drilla to come out from under the ground. (Metaphorically)
(Screens)
srb20304.png

srb20307.png

srb20308.png
(Destroyed Drilla by the wrong way)

At this point the Drilla is nothing more than a mear Crawla clone taking up thing number 9004. What I'd like to do with the Drilla is have it so that jumping on top of it is like jumping on top of a floorspike instead of a Crawla. I tried looking at the Floorspike's thing and States but that didn't help much.

If someone could help me by either telling me how to soc what I want to do with the Drilla or doing it them-self I'd really appreacheate it. Keep in mind that you should still be able to destroy it by rolling into it or charging a spindash.

The Drilla Wad with Soc inside: http://www.mediafire.com/?7cfun5enz2o

P.S. Yes I used the Wiki to get this far if you were wondering.
 
Warpshade said:
Spawn an invisible object that damages you on the drill?
Um. I don't know how to do that yet. I'm still a beginner at socs. At least I didn't do a timer soc.
 
No no no, It would have to be either A_SpawnObjectRelative + A_Capechase, or A_SpawnObjectAbsolute which I think keeps the object with the drill, you dont want the drill part to hurt the player til it gets above ground. Making it pop out of the ground is kinda simple. Blank frames, The Drilla states off with no MF_Enemy flag so the invisible frames dont hurt you and MF_Shootable so it cant die yet, but when it pops out it does A_SetFlags and turns on MF_Shootable and MF_Enemy and spawns the drill object thingy.
 
Actually I was thinking of haveing them pop out a different way that involved intangable fofs and a riseing floor. At this point though I just want to get the Drilla to where the drill hurts you, the popping out of the ground might come later.

I assume A_Capechase is for the spawned object, right?
 
Senku fails at SOCcing, A_SpawnObjectRelative every state, spawning a damaging object that vanishes after one tic, with a Z offset would work fine.
 
You know more about this stuff than I do. At this point I don't even know how to get either spawn thing to spawn the damage causer.

From the looks of it, If I want to have the drill part work I need to assign both A_Chase and A_SpawnObjectRelative to the drilla so it can move and so you can't destroy it from jumping on top. And last I checked the Soc editor doesn't allow this. (Yes I'm useing the Soc editor over notepad or XWE)
 
Of course, the SOC format, hell the way SRB2 processes objects, won't allow you to cram two actions into one state. That's what we have duration 0, and A_DualAction for.
 
Umm, ok. Is ther an example somewhere that I can look at?

*Attempts looking in SCR_Mysticrealm.wad*
After looking at the wad it seems that instead of assigning A_Chase and A_SpawnObjectRelative to the drilla I assign them to the part that makes the drill hurt you.

11/9/07 Edit: Is there a tutorial somewhere on A_Capechase? At this point I still don't compleatly understand it.
 
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