User contributions for Printz
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27 October 2024
- 15:4615:46, 27 October 2024 diff hist +18 EDF basics →Base EDF files
- 15:4415:44, 27 October 2024 diff hist +135 Eternity Engine →Releases
- 15:4315:43, 27 October 2024 diff hist +9 Template:Latest No edit summary
- 15:2815:28, 27 October 2024 diff hist +12 SeekerMissile No edit summary current
- 15:2815:28, 27 October 2024 diff hist +9 SeekerMissile No edit summary
- 15:2715:27, 27 October 2024 diff hist +2 SeekerMissile No edit summary
- 15:2715:27, 27 October 2024 diff hist +1,164 N SeekerMissile Created page with "{{codepointer|Generic seeker missile, based on ZDoom rules. |usage='''A_SeekerMissile'''(''threshold'', ''max_turn_angle'', ''flags'', ''acquire_chance'', ''acquire_distance'') |parameters= *''threshold'': Angle turning threshold. If necessary angle to turn to target is beyond this, it will turn at half the rate towards it (default 90, limited to 0-90). *''max_turn_angle'': Rate of angle to turn (default 90, limited to 0-90). *''flags'': can be '''normal''' (which implie..."
- 15:1515:15, 27 October 2024 diff hist +67 List of codepointers →Homing projectiles
- 15:1315:13, 27 October 2024 diff hist +167 N HticMorphOvum Created page with "{{codepointer|description=Heretic Morph Ovum use action. |usage='''A_HticMorphOvum''' |notes= Shoots 5 "EggShot" projectiles. They'll fan out into a 30 degree angle.}}" current
- 15:1115:11, 27 October 2024 diff hist +51 List of codepointers →Powerup use
- 15:0015:00, 27 October 2024 diff hist +254 N ViewThrust Created page with "{{codepointer|description=Momentarily moves head ahead. |usage='''A_ViewThrust''' |notes=This is part of the Heretic chicken-morphed player attack sequence. This moves the view ahead to 12 units, which will be brought back to 0 by 3 units per game tic.}}" current
- 14:5914:59, 27 October 2024 diff hist +50 List of codepointers →Classic Heretic
- 14:5714:57, 27 October 2024 diff hist +271 N HideInCeiling Created page with "{{codepointer|description=Moves above ceiling. |usage='''A_HideInCeiling''' |notes=Changes actor's Z position to (ceiling + 4). Beware that any movement will reset its height level to be below the ceiling. This is meant for the powered-up hellstaff hell rain spawners.}}" current
- 14:5514:55, 27 October 2024 diff hist +59 List of codepointers →Heretic
24 October 2024
- 16:0116:01, 24 October 2024 diff hist +385 N RainImpact Created page with "{{codepointer|description=Projectile special impact for Heretic hellstaff rain. |usage='''A_RainImpact''' |notes= Commonly called during the death frames. If actor's Z position is above the floor, it will go into the "AirDeath" state if available. Otherwise, on hitting a splashy terrain, there's a 5/32 chance that it will trigger the splash even if having the '''NOSPLASH''' flag.}}" current
- 15:5915:59, 24 October 2024 diff hist +53 List of codepointers →Heretic specific
- 15:5815:58, 24 October 2024 diff hist +697 N SkullRodStorm Created page with "{{codepointer|description=Spawn powered hell rain drop. |usage='''A_SkullRodStorm''' |notes=Subtracts 1 health. If it still has health, there's a 25/256 chance it won't do anything else. Otherwise, it will spawn a thingtype of dehackednum 445-448 (rainplr1-3, depending on counter 1 value modulo 4) at the ceiling in a 64x64 square around the actor, transfer its projectile ownership, give it a -1 Z velocity, transfer the counter 1 value to it, and (once per 32 repeats, as..." current
- 15:5315:53, 24 October 2024 diff hist +53 List of codepointers →Heretic specific
- 15:5215:52, 24 October 2024 diff hist +641 N AddPlayerRain Created page with "{{codepointer|description=Heretic hell rain setup |usage='''A_AddPlayerRain''' |notes= If in multiplayer, checks if player index from counter 1 exists and is alive. If in single player, it just checks if the only player is alive. Each player can have at most two rains active. If less are active, then this codepointer sets the free slot to this current actor. If both are occupied, then it clears the one with less health, reducing it to 16 if greater, and replaces it with..." current
- 15:4715:47, 24 October 2024 diff hist +72 List of codepointers →Heretic specific
- 15:4715:47, 24 October 2024 diff hist +200 N SkullRodPL2Seek Created page with "{{codepointer|description=Hell staff powered seeker missile. |usage='''A_SkullRodPL2Seek''' |notes=Seeker missile maintenance with threshold of roughly 14 degrees and max turn of roughly 28 degrees.}}" current
- 15:4615:46, 24 October 2024 diff hist +69 List of codepointers →Homing projectiles
- 15:4515:45, 24 October 2024 diff hist +448 N FireSkullRodPL2 Created page with "{{codepointer|description=Powered hellstaff attack. |usage='''A_FireSkullRodPL2''' |notes= If not enough ammo, does nothing. Otherwise it subtracts ammo (which in deathmatch will always be 1) and spawns a projectile of dehackednum 444 (horn rod FX 2). Its counter of 1 will be set to 2 (in single player) or to 0-3 depending on player's index. The projectile will home on any autoaimed target in sight. Then the sound 420 (hrnpow) will be played.}}" current
- 15:4215:42, 24 October 2024 diff hist +96 List of codepointers →Classic Heretic
- 15:4115:41, 24 October 2024 diff hist +332 N SpawnRippers Created page with "{{codepointer|Ripper spawner for powered dragon claw attack impact. |usage='''A_SpawnRippers''' |notes= This spawns 8 objects of dehackednum 422 (ripper) at actor's position, giving them the same owner as actor's (as projectile). Each one is fired in each direction, given its '''speed''' and subsequently fired like a projectile.}}" current
- 15:3815:38, 24 October 2024 diff hist +85 List of codepointers →Heretic specific
- 15:3715:37, 24 October 2024 diff hist +261 N FireBlasterPL2 Created page with "{{codepointer|description=Powered dragonclaw attack. |usage='''A_FireBlasterPL2''' |notes=If deathmatch, it only consumes 1 ammo, not the amount specified in EDF. It fires a projectile with dehackednum 443 (blaster FX 1), and sounds dehackednum 406 (blssht).}}" current
- 15:3415:34, 24 October 2024 diff hist +62 List of codepointers →Classic Heretic
- 15:3315:33, 24 October 2024 diff hist +225 N StaffAttackPL2 Created page with "{{codepointer|description=Heretic powered staff attack. |usage='''A_StaffAttackPL2''' |notes=Like StaffAttackPL1, except that the damage is 18-81 and the pufftype is "HereticStaffPuff2" |seealso= *StaffAttackPL1}}" current
- 15:3215:32, 24 October 2024 diff hist +56 List of codepointers →Classic Heretic
- 15:3115:31, 24 October 2024 diff hist +337 N StaffAttackPL1 Created page with "{{codepointer|description=Heretic basic staff attack. |usage='''A_StaffAttackPL1''' |notes=Damage is 5 to 20. There is a slight angle spread. Within 64 map units, it produces a hitscan that creates the "HereticStaffPuff" pufftype. If another thing got hit, the player is rotated to face it. |seealso= *Punch *StaffAttackPL2}}" current
- 15:2915:29, 24 October 2024 diff hist +49 List of codepointers →Classic Heretic
- 15:2815:28, 24 October 2024 diff hist +533 N Feathers Created page with "{{codepointer|description=Produce chicken feathers around actor. |usage='''A_Feathers''' |notes=It produces several "Feather" things. If actor is alive, then there's a 1/8 chance it's 2 feathers, otherwise 1. If actor is dead, then 5 to 8 feathers are generated. Each feather appears at 20 units above actor's feet and is set to target the actor. Each one's velocity is set to 0 to 1 on the X and Y components, and -1 to +1 on the Z component. Each feather's initial state..." current
- 15:2315:23, 24 October 2024 diff hist +46 List of codepointers →Heretic
- 15:2015:20, 24 October 2024 diff hist +174 N VolcanoSet Created page with "{{codepointer|description=Set tics as for Heretic volcano. |usage='''A_VolcanoSet''' |notes=This sets current state duration to 105 + random(0, 127). |seealso= *SetTics}}" current
- 15:2015:20, 24 October 2024 diff hist +55 List of codepointers →Heretic
- 15:1615:16, 24 October 2024 diff hist +252 N SpawnTeleGlitter2 Created page with "{{codepointer|description=Spawns a "TeleGlitterBlue" object in a random location within a 32x32 square around the current actor, and gives it a vertical speed of 0.25. |usage='''A_SpawnTeleGlitter2''' |seealso= *SpawnGlitter *SpawnTeleGlitter}}" current
- 15:1515:15, 24 October 2024 diff hist +151 List of codepointers →Heretic
- 15:1515:15, 24 October 2024 diff hist −77 List of codepointers →Heretic specific Tag: Manual revert
- 15:1415:14, 24 October 2024 diff hist +251 N SpawnTeleGlitter Created page with "{{codepointer|description=Spawns a "TeleGlitterRed" object in a random location within a 32x32 square around the current actor, and gives it a vertical speed of 0.25. |usage='''A_SpawnTeleGlitter''' |seealso= *SpawnGlitter *SpawnTeleGlitter2}}" current
- 15:1215:12, 24 October 2024 diff hist +77 List of codepointers →Heretic specific Tag: Reverted
- 15:1115:11, 24 October 2024 diff hist +370 N WeaponAlert Created page with "{{codepointer|description=Alert monsters within sound-travel distance of the player's presence. |usage='''A_WeaponAlert''' |notes= Normally all weapons alert monsters when player starts the attack, but they can be set to silent in weaponinfo, or this codepointer can be used in other frames besides the attack sequence. |seealso= *AlertMonsters *NoiseAlert}}" current
- 15:0915:09, 24 October 2024 diff hist +67 List of codepointers →Weapon maintenance
- 15:0815:08, 24 October 2024 diff hist +522 N GunFlashTo Created page with "{{codepointer|description=Generic weapon muzzle flash. |usage='''A_GunFlashTo'''(''frame'', ''no_actor_flash'') |parameters= *''frame'': weapon frame to set the flash weapon sprite to *''no_actor_splash'': if nonzero, it will ''not'' change player avatar's frame to its class '''altattack''' (which in DOOM shows as the marine firing the weapon) |notes=This changes the gunflash weapon sprite, not the main one, making it visible if currently off. This is a more powerful ver..." current
- 15:0615:06, 24 October 2024 diff hist +56 List of codepointers →Weapon maintenance
- 15:0515:05, 24 October 2024 diff hist +498 N RefireTo Created page with "{{codepointer|description=Changes weapon frame to a given state if the fire button is currently being pressed and the weapon has enough ammo to fire. |usage='''A_RefireTo'''(''frame'', ''skip_ammo_check'') |parameters= *''frame'': state to jump to if check passes *''skip_ammo_check'': if nonzero, skip the ammo check and change state |notes=Like ReFire, this will change state if player is holding fire, but lets you change to another frame instead of the attack frame...." current
- 15:0315:03, 24 October 2024 diff hist +75 List of codepointers →Weapon maintenance
- 15:0215:02, 24 October 2024 diff hist +371 N CheckAmmo Created page with "{{codepointer|description=Changes weapon frame if ammo is below amount. |usage='''A_CheckAmmo'''(''frame'', ''amount'') |parameters= *''frame'': frame (state) to jump to if ammo is below ''amount'' *''amount'': how much ammo to compare |notes=MBF21 introduced this codepointer. Eternity also offers CheckReloadEx which is more flexible. |seealso= *CheckReloadEx}}" current
- 15:0015:00, 24 October 2024 diff hist +58 List of codepointers →Weapon maintenance
- 14:5814:58, 24 October 2024 diff hist +458 N ConsumeAmmo Created page with "{{codepointer|description=Subtract ammo from the currently selected weapon's ammo pool. |usage='''A_ConsumeAmmo'''(''amount'') |parameters= *''amount'': amount of ammo to subtract. If zero, it will default to current weapon's '''ammopershot''' value. |notes=''Amount'' can be negative, in which case it will actually ''add'' ammo. MBF21 introduced this codepointer, and unlike SubtractAmmo, this one lets you specify amount. |seealso= *SubtractAmmo}}" current