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Everything posted by Kan3
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Play through SIGIL II for the first time Kan3V Let's see what Romero created <3
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I see, it's actually a cool thing to have especially for speedrunners. If I may add a random suggestion, you could let the player open the blue door with any blue key and use the blue key card in the secret instead of the blue skull, to help differentiating what you're doing while playing, but this is mostly just nitpicking.
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I got some feedback for you. Hope you'll find it helpful in some way. I found a couple of map breaking oversights that you need to take into account since players will always find new ways of doing stuff you planned, but the map was pretty enjoyable overall! (maybe a bit too long D:)
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You won't obtain what you want with this because you're using an actor pointer in a float expression. That AAPTR_TARGET doesn't give you any info about the target, it's only telling the actor calling specific functions, that accept actor pointers in their arguments, that you're pointing at the target, nothing else. To get the distance and to use that in an expression like this, you should be able to use GetDistance, which will return a float value of the distance between the actor calling it and the pointer you want. So in your case: A_SetRenderStyle(GetDistance(1*, AAPTR_TARGET)/256, STYLE_Translucent) should do the trick, even if I didn't test it
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Trying to code a proper AI for aquatic creatures
And for now, it's going pretty decently *_* for once
This guy will learn how to swim in Doom
without trying to exit the goddamn water of course
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I was thinking about just not using decals, but go for a fake one, by letting the monster spawn a FLATSPRITE shadow on the walls and then move on from there, but I just found out Decal animator, which it should be the best way to achieve what you want, unless you need something very specific like proximity checks or else, then fake decal it is.
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I'll join the train. Started to work on mine about 10 months ago, but I always find new stuff that I want to add so basically the completion % has been steady for months D: Weapons (sprites/sounds/mechanics): Only missing 1 out of 8. I have a plan, but not too sure to start working on it yet. Enemies (sprites/sounds/behaviors): I have over than 37 monsters, 9 neutral creatures and 7 npcs, but my brain decided that the project needed fishes, so now I'm stuck at creating a proper fish AI... Pickups / Items: Missing some powerups. Levels: Last thing I'll do. Textures: Got only a few. Sound effects: Ripped off some nice sounds here and there, but I'll need a lot more probably, so I'd say 30% (?). Music: Still need to find some eerie atmospheric midis. HUD: Barely started. Fonts: @Desfar I feel you Title Screen splash image: I plan on making a TITLEMAP, I already have the thing in mind, but never started. Options screen splash image: Yet to think about. @Burgish Maybe you're missing GLDEFS, DECALDEFS and other stuff that can enter in a "Visual effects" category? If you're touching that, of course. Or scripting, like ACS, KEYCONF or Cvars
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1 tic is 1/35 seconds
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I had to update the bow, because I apparently completely misunderstood how the PoisonDamage property values work D: (even if I would say the description of the duration value is kind of misleading) Anyhow, now the DOT damages for poison and fire will correctly work (updated the damages sheet too) and I decided to increase the size of both flames and smoke.
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It took me over 8 months in total to completely finish this bow and after 5 hours I've been able to extract this monstrosity from my mod to release it as a standalone mod! I recorded a full video showcasing what it does, unfortunately I cannot really show you the witchery behind it (if you download the thing and take a look at the codes you'll understand why), but I'm 100% satisfied with what this has become! Huge thanks go to @Gothic though, the actual bow-maker from which I'm ste-borrowing the sprites and inspired the creation of all of this. You can find a thoroughly description of the bow in the video description. I hope you'll enjoy some of this bow and arrows stuff in your Doom world :D Download it here: Medieval Bow Video: Feel free to report any bug, glitch or suggestion here! Unfortunately I haven't been able to test this thoroughly, so I might have missed something D: Bugs: Sometimes, fire sound won't stop when the bow extinguish when crouching in water OLD TOPIC
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I also kind of had trouble when setting up a switch in ANIMDEFS, but at some point I went with this switch sw1met1 on sound switches/normbutn pic sw1met1 tics 2 pic sw2met1 tics 2 off sound switches/normbutn pic sw1met1 tics 2 pic sw1met1 tics 2 code that I probably copied from some other wad, I can't remember, and it works exactly like it should be. just replace "sw1met1" and "sw2met1" with your textures and you're done! (you can also change the "switches/normbutn" sounds if you want to use custom ones)
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Come to play with me in the BEST xmas wad ever made!
Mountain Of Grunch 2!
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Live right now to code some more monsters and aquatic creatures AI :D
Come to join me:
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How does Lost Soul attack work? How to replicate it without a_skullattack?
Kan3 replied to LukeGaming's question in Editing Questions
I mildly hate A_SkullAttack too, so I get your question. Using that function is basically a shortcut to make your monsters behave like projectiles until they miss or hit, but unfortunately there's more behind it (jaeden did a great job showing everything the function does). So if you want to get rid of some of nasty stuff that can happen with the function or avoid some limitations, you can either rewrite the function giving it a new name and adding/removing whatever you like or go for different maybe more hacky ways. For example, you can use SEEKERMISSILE with A_SeekerMissile() on monsters too if you want straight up homing actors, or you could just use ThrustThing and calling A_FaceTarget. To get the impact damage you could use a proximity check like A_JumpIfTargetInLOS and if it returns true call a melee attack function, or shoot a flash invisible projectile. You can play with tons of other options to make your custom lost soul behavior without being forced to limit yourself with A_SkullAttack if it doesn't suit your needs -
Didn't GZDoom give you more info about the error, like the code line? Because analyzing a wall of code and nothing else is kind of a burden D:
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Monster which can count ammo of player is it possible?
Kan3 replied to LorddRaptorr's topic in Doom Editing
Of course it doesn't work, the actor who calls the function will count how many "clips" (bullets) he has, that's why CountInv() has a second argument to allow modders to count items in other actors inventories. Since you're calling the function from the pain state, you can use the monster target pointer to get whatever actor made him enter that pain state, which I presume it will be the player. -
I know I'm late, since you already solved it by yourself, but for further questions about MAPINFO you can always have your powerful ally here: ZDOOM WIKI Even if it lacks some examples in some important topic, that's a solid base. Although, making a 50 maps wad as a starting goal is pretty heavy... not really advised, good luck D:
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Well, if you opened up the link that I sent to you you would've directly found clear script examples... so...
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Spawn monsters when bosses health reaches a certain amount?
Kan3 replied to Nightcrawler552's question in Editing Questions
It should work fine like Rifleman said. Show the script -
To make entities faster you actually have 2 solutions: Via ACS, in map formats that support scripting Via ZSCRIPT/DECORATE directly modifying the actor's speed (depends on the game port you're aiming for) In ACS just run a script where you call SetActorProperty(), using the TID of the monsters you want to change the speed (marines tag) and set the APROP_Speed property to whatever you like. In ZSCRIPT/DECORATE, instead, just open up with Slade3 the Marine actor class and change the speed value. (Starship Troopers wad? I wanna see it! :D)
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Spawn monsters when bosses health reaches a certain amount?
Kan3 replied to Nightcrawler552's question in Editing Questions
You didn't have to do anything with the script I wrote there, it was already completed except for the monster class to spawn x) No need to specify the tid of the monster here, also, why a so huge number? Note that the max value a tid/tag can have is 32767 (or -32767), of course it's giving you an error. Here's how you should've set up the thing: And here's the script in action: I'm replacing the imp, that's why he spawned that monster Although, the issue here was pretty basic, so my suggestion is to first get more straight forward examples of scripting on the wiki or forums, to initially have a solid ground before entering darker realms. Even if the original question might sound a pretty simple task, you have to keep in mind how far your questions are from vanilla Doom "core" and why. -
Spawn monsters when bosses health reaches a certain amount?
Kan3 replied to Nightcrawler552's question in Editing Questions
Booleans cannot store values other than 0 or 1, you want a integer variable to store the cyberdemon health, but you don't even need that, you can use GetActorProperty and you're done. So, something like this: script "CheckBossHealth" (int tid) { //You can use 'ENTER' scripts if you don't want to 'manually' trigger with lines or something else while(GetActorProperty(tid, APROP_Health) > GetActorProperty(tid, APROP_SpawnHealth) / 2) { //Variable 'tid' for the actual tid you need to give to the actor you want this script to do stuff. Since You have that in the script arguments, you can (and have to) set any tid you want on the script trigger, this way you can choose whatever actor you want, do it multiple times with different triggers and just have this one script. Delay(7); } do { delay(1); int x = GetActorX(tid) + 64.0; //Will spawn the monster that you want 64 units in front of the boss. int y = GetActorY(tid); int z = GetActorZ(tid); int angle = GetActorAngle(0) >> 8; } until (Spawn("MonsterToSpawn", x, y, z, 0, angle)); //Necessary loop to avoid to spawn the monster inside walls of failing the spawn. } It should work fine But, if you have a custom boss monster, than you should definitely do the thing in ZSCRIPT/DECORATE -
Link has been updated to re-balance the damage output! Increased normal arrows damage (1 fully drawn bow shot will always kill an imp) Tweaked direct arrow damage for both poisoned and flaming arrows (weak, standard and strong) Increased direct damage output for strong poisoned and flaming arrows and balanced the rest consequently Tweaked DOT for both poisoned and flaming arrows (weak, standard and strong) Increased DOT for both strong arrows and increased DOT for standard flaming arrows, reduced DOT for both weak arrows I left more details about the damage outputs in the CREDITS txt:
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Thank you! I agree, but it was meant not really meant to deal with vanilla monsters and mechanics. Although, I will tweak the damage for a standard use, because otherwise it doesn't make much sens of having the bow as a standalone release
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Thank you! It should be compatible with anything, since it just adds new actors. Although, you might encounter issues if some of the actors of this mod have the same name or uses the same sprites names of something else, or if some other mod have defined the same Species property name as I did. But I believe that it should be 100% compatible with beautiful Doom as well as with monster packs. Remember this though, since Beautiful Doom already replaces standard doom weapons: Class Bow : Weapon Replaces Shotgun //Remove the 'Replaces Shotgun' part if you don't want the bow to replace anything, but remember to give it a proper Doomed number in MAPINFO { ... Class PierceArrowAmmo : Ammo Replaces Shell //Normal arrow ammo (Remove the 'Replaces Shell' part if you don't want arrows to replace anything, but remember to give it a proper Doomed number in MAPINFO) { ... Class PierceArrowHefty : PierceArrowAmmo Replaces ShellBox //Normal arrow 'big ammo' (Remove the 'Replaces ShellBox' part if you don't want quivers to replace anything, but remember to give it a proper Doomed number in MAPINFO) { ...