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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
10. ## Proper dynamic lighting?

This is going to be a long map series. It will include sightly modified versions of the "Beastiary" enemies to improve balance. Brand new "weapons" made from scratch. I say "weapons" because it's just really alternate ammo types that will completely change weapon behavior. There will be two new ammo types in addition to the standard ammo (ammo types for bullets, shells, rockets, cells) also a universal ammo that will work with all weapons. Some ammo types include; Tritanium Shards (bullets): A shard of hard mineral that shoots out as a projectile due to being heavier and uneven shape. Upon impact, mini-shards fly out ripping into anything it hits. It does bonus damage to organic targets. SJ ESC (Semi-Jacketed Exposed Steel Core(armor piercing)) bullets: Like regular bullets but does 50% more damage to mechanized targets. Does regular bullet damage to non-mechanized targets, so it's rather a waste to kill a zombie man with it as opposed to a cyber demon. Frag 12 Shells: Inside these shells contains a mini-grenade projectile that explodes on impact. Scmitr Shells: Fires several fléchettes in a tight pattern. Fires 14 projectiles per shell. Note that mechanized targets project some resistance to these. Plasma Rockets: Fires a rocket full of plasma based energy, upon impact, slow moving plasma projectiles protrude out of the explosion, they seek the nearest hostile target. Napalm Rockets: High explosive rockets that spews fire over a large area upon impact. Prophax Crystals (cells): Plasma Gun/Plasma Pistol: Fires a projectile full of unreleased radiation, upon impact, it projects a large, but low damage blast radius. Does not affect mechanized targets. BFG 9000: Fires a super sized version of the same projectile, but upon impact it leaves a lingering radiation zone damaging all organic targets within. Lightning Coils (cells): Plasma pistol: Fires a basic elecro-bolt projectile that slightly homes in on targets. Plasma Rifle: Fires a chain lighting projectile. If an target is hit, a second bolt will fly out to another nearby target up to 3 times. BFG 9000: Fires a large ball of lightning that upon impact, will send several ground based electric entities that will seek out enemies. They cannot fly and can only hit ground targets. Chainsaw: Lighting coils can be put into practical use on the chainsaw which simply increases its damage at the cost of ammunition of course. note: electric energy causes more damage to mechanized units. Dark Energy (all): Dark energy is the main focus of the story as it was subject to experimentation. It is demonic essence that can do literally anything. It can be altered into numerous forms. Towards the middle of the game, the player learns how to manipulate the energy and can use it in his weapons. Later, the player learns how to collect energy from demons. Hands/Fist: Used to heal oneself. Chainsaw: To be decided, NEED IDEAS!!! Pistol/Chaingun: Fires magic bullets that pass through enemies indefinitely, also the bullets reflect off surfaces. Shotgun: Fires a large spread of energy projectiles. Super Shotgun Fires four large energy projectiles accommodated by several small projectiles. Rocket Launcher: Fires three magic missiles that seek targets. Plasma Pistol: Fires a high damage energy blast. Plasma Rifle: Shoots out an entity that looks like a swirling pocket of energy, that fires red plasma bolts at targets until destroyed or after 30 seconds. When destroyed there is a blast radius. BFG 9000: Fires a large bomb full of tortured spirits who attack their former tormentors in revenge. There will be several items added as well, including new armors and upgrades to max health. I will implement Unreal style sky boxes into my maps to add to realism. Levels are emphasis on atmosphere and unique design concepts.
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?