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    Defining T_Attack for new weapons (SDL)

    ToMi
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    Defining T_Attack for new weapons (SDL) Empty Defining T_Attack for new weapons (SDL)

    Post by ToMi Sun May 09, 2021 10:04 am

    Hello again.

    I'm searching for help if there is some easy way how to define the missile launcher and other new weapons with extra ammo in the T_Attack function in WL_AGENT.C.

    I did added the weapon and its ammo type using these tutorials: New weapon (archive.org) and New ammo (archive.org) by Paal Olstad. (I did not any changed CheckWeaponChange as I did it easier way. I also corrected the GiveWeapon part little bit with help from another member, as the original code was preventing other weapons giving me ammo when picking them up).

    However, in this tutorial, there is no mention about changing T_Attack. I was looking on this thread at DHW, however, I still didn't figured it out.

    Thanks.
    --ToMi
    Nexion
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    Seasoned Wolfer
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    Defining T_Attack for new weapons (SDL) Empty Re: Defining T_Attack for new weapons (SDL)

    Post by Nexion Sun May 09, 2021 11:50 am

    It's not mentioned in the tutorial since the missile attack is included in the GunAttack which is used by every gun through T_Attack. I'm not sure if i get your exact problem or if you just want something easier on the eyes. In case you could just do a new case in T_Attack:
    Code:
               case 5:
                    if (gamestate.missile <= 0)
                    {      
                        ob->state = &s_player;
                        gamestate.weapon = wp_knife;
                        DrawWeapon ();
                        gamestate.attackframe = gamestate.weaponframe = 0;
                        break;
                    }

                    MissileAttack (ob);
                    gamestate.missiles--;
                    DrawMissile ();
                    break;
    Nexion
    Nexion
    Seasoned Wolfer
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    Defining T_Attack for new weapons (SDL) Empty Re: Defining T_Attack for new weapons (SDL)

    Post by Nexion Tue May 18, 2021 12:10 pm

    Since it seems to work so flawlessly you might want to include this "case 5" in the actual weapon by placing a 5 in one of the frames, somwhere at the top in wl_agent.c:
    Code:
    { {6,0,1},{6,5,2},{6,0,3},{6,-1,4} },
    So you won't need GunAttack because it's in "case 1".
    {6,5,2}
    The first number (6) is the time, the second number (5) is the T_Attack case and the last number (2) is the frame. If you ask for such type of help try to be precise about your code, steps or possible questions. 4 could be 2+2 or 5-1 or 100/25 or maybe 4 isn't even the problem.
    Princess Peach
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    Defining T_Attack for new weapons (SDL) Empty Re: Defining T_Attack for new weapons (SDL)

    Post by Princess Peach Tue May 18, 2021 3:19 pm

    Looks like ToMi is now getting such expert advice from Tricob on DHW that he forgot about this place.  Really, Really Happy

    Is ToMi short for ToMeanToDie? If so, he might enjoy this thread there too:
    http://dhw.wolfenstein3d.com/viewtopic.php?p=109535#109535
    ToMi
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    Defining T_Attack for new weapons (SDL) Empty Re: Defining T_Attack for new weapons (SDL)

    Post by ToMi Wed May 19, 2021 4:45 am

    Nope, "ToMi" stands for Tom (my real name).

    But I see it's quite similar tho. Hope it'll won't cause confusion.

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    Defining T_Attack for new weapons (SDL) Empty Re: Defining T_Attack for new weapons (SDL)

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