Venk Posted May 13, 2013 Yeah I am aware creating new enemies is hard, long, and tedious. But how would I start to do such a thing? Any help would be appreciated 0 Share this post Link to post
Shadow Hog Posted May 13, 2013 Well, if you have a general idea as to what you want the enemy to do, you could always work on the DECORATE to have it do that and just use stock graphics in the interim. 0 Share this post Link to post
Venk Posted May 13, 2013 I have an idea for 2 enemies to add to the game, to add an extra and unique new element to doom. One is simple, a flying slow creature that does massive melee damage. The other more tricky, and only usable in brutal doom. A creature that reanimates each time it is killed, only possible to truly kill by gibbing its corpse. These are probly rather difficult tasks. 0 Share this post Link to post
Acid Posted May 13, 2013 Venk said:I have an idea for 2 enemies to add to the game, to add an extra and unique new element to doom. One is simple, a flying slow creature that does massive melee damage. The other more tricky, and only usable in brutal doom. A creature that reanimates each time it is killed, only possible to truly kill by gibbing its corpse. These are probly rather difficult tasks. 1) Not at all. Allow a monster to fly, and then give it a missile state that does high melee damage. Can be done in less than 2 minutes. 2) This, I think, can be done with loops to check for actor health in the death state. If it has less than x amount of health, reanimate, otherwise, stay dead. Shouldn't take too long to do. 0 Share this post Link to post
purist Posted May 13, 2013 You can use the decorate code from the Former Imp in this WAD for your reanimating monster: http://www.doomworld.com/idgames/index.php?id=16185 If you want to see it in game it's used in E1M8 and E1M9. It works as you describe but you can break in my standing on it's corpse as it can't resurrect when you're stood there. 0 Share this post Link to post
Shadow Hog Posted May 13, 2013 BloodyAcid said:2) This, I think, can be done with loops to check for actor health in the death state. If it has less than x amount of health, reanimate, otherwise, stay dead. Shouldn't take too long to do. I was thinking you'd just put the reanimation code in the Death state, but not the XDeath state. 0 Share this post Link to post
Acid Posted May 14, 2013 Right, someone over at ZDoom forums just told me about the different death states. Yes, those work much better. 0 Share this post Link to post