Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Krull

Members
  • Content count

    40
  • Joined

  • Last visited

About Krull

  • Rank
    Green Marine

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Krull

    Any good horror mods?

    lilith.pk3
  2. I tried to get around the limitations on monster projectiles in dehacked with a cacodemon that dies on its attack frame (thereby losing solidity), spawns a monster in its place that acts like a projectile, and then spawns a copy of itself so that the cycle can begin again. It almost works, but only if the frame that respawns it has a duration of -1, and, mysteriously, the respawned caco starts on the frame its predecessor died on (its attack frame), and stays completely motionless until you shoot it. Or maybe that's its predecessor and it must take 1 point damage in order to delete itself and spawn its successor? Either way, I wonder if it's possible to make it work properly.
  3. Another dehacked thing: how come if you swap the sprite & ID number of the shotgun with the shotgun shells, you can cause shotgun guys to drop shells and not shotguns, but you can't do the same in reverse and turn all shells into shotguns?
  4. I've created a self-resurrecting zombie using MBF's SPAWN codepointer, but they have the habit of getting stuck inside each other if their corpses overlap. Now, lost souls telefrag themselves if a pain elemental spawns them in the wrong place. Is there a way to extend this feature to any monster summoned with SPAWN? As an alternative, I've tried to simulate a MAP30-style telefrag effect whereby surrounding monsters are pushed away or destroyed rather than the one spawned, by giving the resurrection sequence a DETONATE pointer just before it initiates SPAWN. But this makes the resurrection process much more dangerous to the player, who, ideally, should be able to step over zombie corpses without expecting to be imminently gibbed by invisible explosions.
  5. Fine by me - for full disclosure, I'm hoping to implement a variation of the octoshotgun, rather than the pistol, but the principle should be the same. Assuming the reload animations can be approximated in some way. Wasn't there a thread somewhere on building a buffed weapon set especially for slaughtermaps - replacing the pistol with the shotgun, the shotgun with the SSG, etc?
  6. That's pretty great....but how would, say a 4x strength pistol look in DEHACKED? DECORATE lets you do anything but I'm interested in Boom compatibility.
  7. Couldn't you speed up the firing state so it fires multiples of these three options (almost) simultaneously?
  8. Krull

    How to DeHacked.

    EDIT: seems the problems I had were ZDoom-related.
  9. Krull

    How to DeHacked.

    Looking over the code again, I have no idea how STRAIN or HYDRA achieved their effects. Your Demolisher has a FireBFG parameter, but I thought that was only for players? The Revenant missile has a BFGSpray effect tagged if you open the file in WhackED, but nothing shows up if you open the file in a text editor - so I can't just copy and paste that section into my own file. STRAIN would load in WhackED after giving a bunch of errors, and again shows the same BFG effect attached to the Arach fireball, but nothing of the sort in notepad - it doesn't even seem to use codepointers.
  10. Krull

    How to DeHacked.

    OK, fair enough. It doesn't seem to be as simple as just attaching the BFGSpray property to one or more frames of a projectile though - at least, it never works when I try it, even though STRAIN and HYDRA appeared to do just that.
  11. Krull

    How to DeHacked.

    Obsidian's Operation Hydra did it if you want to check it out. It's probably overly complicated since they were trying to implement a Demolisher into dehacked, among other things, which is why I'm asking - I want to modify as little as possible.
  12. Krull

    How to DeHacked.

    Am I right in thinking the BFGSpray function needs to piggyback off the Revenant's player tracer in order for a monster to fire BFG tracers at the player? Because assigning that action to a 'dumb' projectile doesn't work.
  13. Krull

    How to DeHacked.

    I'm bumping this thread because dl_simc's questions were never answered. This in particular got my attention: because it would be a new type of attack. Also, can you modify other objects to act like projectiles, or use e.g. flying spawn cubes, rather than using the existing monster fireballs? I want to give a monster a BFG but I don't want to sacrifice anything like revenant rockets.
  14. I'm trying to import new textures into patchtex, which contains no textures of its own, only patches. Adding new textures to TEXTURE1/PNAMES works but it breaks all the 'mega switch' patches. You can see what I mean below: a 256x128 mega switch created in patchtex displays as a boring old 64x128 switch, with the patchtex modifications rendered inaccessible - even though you can see they display in the search panel on the right. Adding the new textures to TEXTURE2 so as to avoid modifying the patchtex stuff doesn't work either.
×