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Spicy Cacodemon

Custom monster w no rotation (solved)

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Posted (edited)

I'd like to create a custom monster in decorate inherited from an existing monster like an Imp for example.
I already more or less know how to make one but I specifically want monsters without any rotation.
I'd like my monsters to always face and mostly move towards the player.

This would make creating new monsters from scratch so much easier and I'm sure it's been done before.

So the sprites would look something like this.
DEVL A 1
DEVL B 1
DEVL C 1
DEVL D 1
DEVL E 1 
DEVL F 1 
DEVL G 1 
DEVL H 1
DEVL IJKLMNOPQRSTU 0 (death sprites)

 

Does anyone know how to make this?

z.png

Edited by Spicy Cacodemon : solved kinda

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For a custom enemy, just set the frames of rotation to 0. This way, it always faces the players.

 

So inside the .WAD file (not the decorate, the literal wad itself. doing 0 frame duration may break things a little) it'd be something like:

"POSSA0"

"POSSB0"

"POSSC0"

etc...

 

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I could do that but then my monster would only appear to be always facing the player like drawing eyes on the back of their head.

 

I want no rotation at all like Commander Keen.

 

"For a custom enemy, just set the frames of rotation to 0. This way, it always faces the players."

Yeah thanks I'll give that a try though there should be a better way. 

im5odawnr2bberaa5jc2.gif

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I kinda found a somewhat imperfect solution.

The rotations are still there but you never see them while the monster is alerted to the players presence.

I tried strafing around the monster to see it's back but the monster never shows it's back.

The death animations haven't been added yet but that's simple.

 

Actor SkullBehemoth : ZombieMan 9603
{
   health 100
   Speed 10
   missiletype Cacodemonball
   missileheight 58
SeeSound "caco/sight"
  PainSound "caco/pain"
  DeathSound "caco/death"
  ActiveSound "caco/active"
  Obituary "$OB_DEMONHIT" // "%o was fried by a SkullBehemoth."
   States
   {
   See:
   DEVL ABCD 4 A_Chase
   Loop
   Missile:
    DEVL E 1 A_FaceTarget
    DEVL F 1 A_MissileAttack
    DEVL E 1 A_FaceTarget
    DEVL F 1 A_MissileAttack
    DEVL E 1 A_FaceTarget
    DEVL F 1 A_MissileAttack
   goto See
   Pain:
   DEVL F 1
   goto See
   }
}

MONSTERS.gif

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