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Tobester

Heya Fanatic, I got an idea...

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If you already fixed the Zombie prollem you had then don't read this:

Boredom struck me today, so I decided to scroll through the archives of the first site I found, namely yours. During that I found this:

Just got done with the Zombie, and it works faily well. The only way I can think to do this is to have it so the Zombie gets a ton of health, so you *have* to gib him to get rid of him (or shoot him until he runs out of hitpoints). The only thing I can't do (I tink) is make him so he is not shootable when "fallen" from a shot. Instead of the Zombie having pain frames, he actually falls to the floor for about 10-20 seconds, gets back up, and chases again. I tried MAKEDEAD in those frames, but it didn't take. So you can shoot him to the floor and keep shoting until he gibs. Close enough. :) It's more realistic I guess, cause you can keep shooting him (in Quake you can't, he becomes intert while he's "fallen and can't get up").

I was reading this and got inspiration for some DDF hacking. Would it be possible to set something like MAKEDEAD and #RESPAWN in the same cycle of animations? My idea is to have frames of the zombie falling down as normal death frames, using makedead, and at the end, use #respawn, and the respawn frames are of the zombie getting up. That way, the only way to kill the zombie would be to gib him, because just shooting him dead would cause him to get back up.

Here's a rough example (Note that I haven't done any DDF in a long time, so this is just a theory)

STATES(DEATH)=ZOMB:A:8:NORMAL:NOTHING, // Falling down states
ZOMB:B:8:NORMAL:MAKEDEATHSOUND,
ZOMB:C:6:NORMAL:NOTHING,
ZOMB:D:6:NORMAL:MAKEDEAD,
ZOMB:E:320:NORMAL:NOTHING, #RESPAWN; // This lets the zombie get up, with the time set for a bit longer because he's always down for a while

STATES(OVERKILL)=ZOMB:F:5:NORMAL:NOTHING, // Actual Death Frames
ZOMB:G:5:NORMAL:MAKEOVERKILLSOUND,
ZOMB:H:5:NORMAL:NOTHING,
ZOMB:I:5:NORMAL:MAKEDEAD,
ZOMB:J:5:NORMAL:NOTHING,
ZOMB:K:5:NORMAL:NOTHING,
ZOMB:L:5:NORMAL:NOTHING,
ZOMB:M:-1:NORMAL:NOTHING;

STATES(RESPAWN)=ZOMB:N:8:NORMAL:NOTHING, // Getting up frames
ZOMB:O:8:NORMAL:NOTHING,
ZOMB:P:6:NORMAL:NOTHING,
ZOMB:Q:6:NORMAL:NOTHING,
ZOMB:R:6:NORMAL:NOTHING,
#CHASE;

Would this work?

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Guest Fanatic

I don't think so. That would reset his health points.

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