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# Moshman

Members

44

• Rank
Green Marine
1. ## Reflective shots?

The thing is is that I wanted to create a sharp crystal projectile that would break off into four pieces, shot out at 45 degree angles. The thing I didn't like was that when it exploded against a wall, two of the shrapnel would be spawned facing the wall and would explode immediately, making the two projectiles useless. Additionally, when it hit an enemy, it would do ridiculous amounts of damage because the two shrapnel would spawn facing the enemy. I looked at example of what other people did and a lot of people claimed to have solved the problem by just spawning more projectiles, that way I would be sure that I would get four shooting out from the wall. Well that would just make it that much more damaging and it would look sloppy. You'd have something shoot 16 projectiles and most of them would be useless due to spawning into the wall. So my solution was to give the projectile enough time to spawn facing the wall, it to reflect off the wall and then the reflective properties to be removed so they can hit a wall or an enemy. This is just a work around as the projectiles are not meant to be reflective.

ZDoom...
3. ## Absolute Damage?

Is there a way to set damage, because it seem to be at random taking upwards of 15 damage when the damage value is 1.
4. ## Reflective shots?

Hexen Wendingo attack? Um... what's that?
5. ## Reflective shots?

Ok.. Here my solution: actor TShard_1 { radius 9 height 4 damage 5 speed 25 Scale -0.6 +RANDOMIZE RenderStyle normal seesound "weapons/pistolshard" deathsound "weapons/sharddeath" PROJECTILE states { Spawn: SHRD ABC 3 bright loop Death: SHDT A 0 BRIGHT A_CustomMissile("TShard_2",0,0,315,2,0) SHDT A 0 BRIGHT A_CustomMissile("TShard_2",0,0,45,2,0) SHDT A 0 BRIGHT A_CustomMissile("TShard_2",0,0,135,2,0) SHDT A 0 BRIGHT A_CustomMissile("TShard_2",0,0,255,2,0) SHDT ABCDEFG 3 bright stop } } actor TShard_2 { +HEXENBOUNCE radius 2 height 3 damage 2 speed 12 Scale 0.5 wallbouncefactor 20 +RANDOMIZE RenderStyle Normal seesound "" deathsound "weapons/sharddeath" PROJECTILE states { Spawn: SHRP ABC 2 bright TNT1 A 0 A_ChangeFlag(HEXENBOUNCE, 0) //Gives T_Shard2 6 tics until reflective properties are removed. Enough time to bounce off the facing wall in order to save having to spawn unnecessary projectile to make a proper spread. You won't waste projectiles spawning into the wall to just die. loop Death: SPDT ABCDEFGHI 5 stop } }
6. ## Reflective shots?

Hmm... Maybe what I could do is have the spawned projectiles have a temporal bounce off walls flag or something for 0.1 seconds. Because I don't want to spawn like 10 projectiles in a 360 degree spread and have half of them explode into the wall while the rest shoot out because, a: it just looks sloppy, and b: if the master projectile explodes on to an enemy, it will do ridiculous amounts of damage due to half the projectiles spawning into the enemy. Is there a way I can change flags in a projectile after a given period of time?
7. ## Reflective shots?

Is it possible to create projectiles that reflect of walls? Also is it possible to spawn projectiles from an exploding projectile but have it so the projectiles spawn consistently from the wall? Here is an illustration:
8. ## Anybody want a palette editor? [Bumpz]

Can someone please explain to me what a palette is and what the practicality of changing it is?
9. ## Proper dynamic lighting?

Um... Yes, it is "Beastiary" as opposed to the other thing, lolz for spell check follies. :P

11. ## Proper dynamic lighting?

That was used for test purposes only. I replaced the light with white spotlights:
12. ## Proper dynamic lighting?

Thank you very much for your assistance, however, I believe that I did not properly explain my issue. Of which I just solved. heh. Had this issue for about two weeks, and I just solved it look at the difference: At first I used PointLightAdditive as I thought just pointlight was a dummy thing used to define the others. Your advice will help me in the future however
13. ## Proper dynamic lighting?

I would like an example if you could please. =8]
14. ## Proper dynamic lighting?

Hey, I was messing around with dynamic lighting and there is something really annoying about it. Well the lighting is rather odd, it only seems to just be on the textures rather than change the color of the texture itself. It's over saturated, and the only way to even make it look half way decent is to tone down the lighting, but then it's almost invisible. It makes the textures all foggy and this makes it impossiable to do things like adding in spotlights without looking like complete and total utter crap. Look at this screenshot for instance: It's a big blue fog instead of a light. Is there something I am missing here? Or is this it; GZDoom's dynamic lighting system?
15. ## Adding monsters?

Hello, In Doom Builder, you will need to add the resource WADs, which is your monsters/weapons. Once they are loaded, Doom Builder will automatically recognize the entities by pulling the id number associated with the entity directly from the DECORATE file. For example: actor plasmapistol : weapon 9000 You will be able to go into thing mode and add the said entity just like any other monster/weapon.
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