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invictius

Do any wads make archviles resurrect monsters that they normally can't/don't?

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Always wanted to see this in a wad.  Would have to take them down quick if resurrecting cyberdemons were an option on the table.

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Vile Curse takes the idea even further: all monsters can resurrect all monsters, but it uses DECORATE, so a ZDoom-based port is required.

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Wouldn't you be able to do that in vanilla doom by exchanging all chase states with vilechase ones?

 

Or is the archvile hard coded as being the only enemy who can do so because I don't see the resurrection animation states for the archvile in whacked

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Vilechase is hardcoded to jump into state number 266 upon reviving a corpse. The Archvile's reviving animation starts at state 266 and ends by going to the Archvile's walking animation. Under this model, all non-Archvile monsters using Vilechase would become looking like Archviles after reviving a corpse, until they were forced to enter their own attack / pain / death animations upon attacking / receiving damage / getting killed. However, I've once read on some old Doom website about DEHACKED tricks that if state 266 is defined to immediately redirect itself to state 0, then Vilechase does not redirect the animation there upon reviving a corpse, allowing monsters using Vilechase to revive corpses while staying in their respective walking animations, at the cost that the Archvile loses his unique reviving animation.

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10 hours ago, Empyre said:

Vile Curse takes the idea even further: all monsters can resurrect all monsters, but it uses DECORATE, so a ZDoom-based port is required.

Tried this on the latest gzdoom, the previous version, and zdoom - getting decorate/script errors and it won't start.

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10 hours ago, invictius said:

Tried this on the latest gzdoom, the previous version, and zdoom - getting decorate/script errors and it won't start.

I think I know the cause of that problem. Vilecurse supports, and therefore requires, the Skulltag monsters. Load skulltag_actors.pk3 (which comes with Zandronum) before vilecurse, and if it still doesn't work, load skulltag_data.pk3 after skulltag_actors and before vilecurse.

 

(A few minutes later): I made a quick edit of vilecurse that removes support for Skulltag monsters. Now it will work by itself on any mapset (that doesn't have Skulltag monsters): vilecurse_v1_noskulltag.wad.

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