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Mewdoom

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About Mewdoom

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  1. Mewdoom

    I am looking for sprites artist

    Yes, horn, sorry ;) It would be great if you can help me. Message me in private, I will send you my email then we can discuss about details and other request if you are interested. thanks :)
  2. Mewdoom

    I am looking for sprites artist

    For the moment, just domes sprites modifications. As example, I would like to have the horn of this monster http://www.realm667.com/index.php/en/beastiary-mainmenu-136-69621/doom-style-mainmenu-105-73113/424-bruiser-demon on this monster: http://www.realm667.com/index.php/en/beastiary-mainmenu-136/429-afrit I will also need a custom gib death for another monster already exist.
  3. Hi guys, I am looking for sprite artists for my project, I have specific requests and I dont have the time to do it myself and I am not an artist so what take me a week to do, an artist will take couple of hours to do the same thing ;) I can pay, tell me your hourly price in PM and I can send you the specs of each requests. I use paypal for payment. thanks :)
  4. Hi guys, I have an idea of effect for a monster. I know how to spawn another monster but I would like to create that special effect: lets try with a Imp for example.. the monster would do his animation of attacking as usual but instead of shooting his fireball, another Imp would spawn as a copy of the 1st imp and then moving aside far enough to not getting in collision with the 1st imp and start attacking.. I know how to spawn a copy, but would it work if I spawn it at the same position at the 1st one ? and how I can "move" it aside slowly like an animation ? thanks for your help :)
  5. Helllo guys, I have a monster that spawn two other monsters when attacking. But I would like to limit the spawn. If it have spawned two minions, I would like it to not spawn anymore and if minions dies, it can spawn two other again. Any idea I could do that ? :) thanks for your help.
  6. Mewdoom

    Replacement sounds not working

    Hey guys, I have the exactly same problem, except it work for 90% of the sound, but some sound doesnt work, it play the original. I have make sure the sounds lumps are not inside markers .. Any ideas ? I have two sould that doesnt work, it play the original instead ..
  7. Mewdoom

    Problem with weapon sound

    Hello guys, I want to replace the sound of the chainsaw, DSSAWUP, the sound len is more long than the original and it doesnt have time to play entirely when I pickup the chainsaw, it go immediately to the idle sound. Any idea how I can fix that ?
  8. Mewdoom

    zdoom line of sight when attacking ?

    I see, there is a way to check the z of a target ?
  9. Hello guys, let say I have a monster that attack the player from lower floor than the player is, there is a way to make the monster check to see if he have enough sight to attack ? I want him to fly up a bit if his fireball would hit the wall instead of the player ?
  10. Mewdoom

    Cacodemon death fall on monsters under him ?

    I see, there is a flag I can add when caco die so his body just pass trought everything except floor ? :)
  11. It work very well like this, thanks a lot :)
  12. Hello guys, it is possible to use MeleeThreshold to make the monster use its missile attack from a minimum range and also use is melee attack if he is under that range ? the monster just try to keep get close to the player instead of use his melee attack, once he is close he use his melee attack .. In fact, I would like to have two missile attack, one for range from 0 to 100 and the second one from, 100+ range.
  13. Hello Guys, I am working on a monster that spawn two children, I want the main actor two just spawn another 2 children only when his childrens are dead. I have trouble setting it up correctly, its like the TakeInventory doesnt work ...because it never spawn them again once he does it. actor SoulHarvester 3117 { Health 200 GibHealth 50 Radius 20 Height 56 Speed 8 PainChance 160 MONSTER +FLOORCLIP +NOINFIGHTING // ajouté! SeeSound "harvester/sight" PainSound "imp/pain" DeathSound "harvester/death" ActiveSound "imp/active" MeleeSound "imp/melee" Obituary "%o couldn't evade the soul harvester's attack." MissileType SoulHarvesterBall MeleeDamage 3 States { Spawn: SLHV AB 10 A_Look Loop See: SLHV AABBCCDD 3 A_Chase Loop Melee: Missile: TNT1 A 0 A_Jump(256, "Missile2") SLHV EFG 4 A_FaceTarget SLHV HIJK 5 Bright A_FaceTarget SLHV L 8 Bright A_MissileAttack SLHV M 10 Goto See Missile2: TNT1 A 0 A_JumpIfInventory("Cell", 1, "See") TNT1 A 0 A_JumpIfInventory("Cell", 2, "See") SLHV EFG 4 A_FaceTarget TNT1 A 0 A_PlaySound("SpiritImp/Sight") SLHV HIJ 10 Bright A_FaceTarget TNT1 A 0 A_Playsound("harvester/scream") SLHV K 5 Bright A_FaceTarget SLHV K 5 BRIGHT A_SpawnItemEx("NDoomImp", 40, 40, 0, 0, 0, 0, 0,SXF_SETMASTER) SLHV K 5 BRIGHT A_SpawnItemEx("NDoomImp", 40, -40, 0, 0, 0, 0, 0,SXF_SETMASTER) //SLHV L 8 Bright A_MissileAttack //SLHV M 10 Goto See Pain: SLHV N 3 SLHV N 3 A_Pain Goto See Death: SLHV O 7 A_Scream SLHV PQ 7 SLHV R 7 A_JumpIfInventory("Ammo", 1, "NoRaiseUp") Goto RaiseUp NoRaiseUp: SLHV S 6 A_CustomMissile("SoulHarvesterGhost", 32, 0, 0) SLHV T 5 A_Fall SLHV UV 5 SLHV W -1 Stop RaiseUp: SLHV S 6 A_CustomMissile("SoulHarvesterGhost", 32, 0, 0) SLHV T 5 A_Fall SLHV U 5 A_GiveInventory("Ammo", 1) SLHV V Random(105, 175) // Wait between 3-5 seconds before rising SLHV W -1 Thing_Raise(0) Wait XDeath: SLHV X 6 A_Xscream SLHV Y 6 A_CustomMissile("SoulHarvesterGhost", 32, 0, 0) SLHV Z 6 SLHV [ 6 A_Fall SLHV ] 6 SLHW A -1 Stop Raise: SLHV WVUTSRQPO 5 Goto See } //$Category New Monsters } ACTOR NDoomImp { Health 60 Radius 20 Height 56 Mass 100 Speed 8 PainChance 200 Alpha 0 RENDERSTYLE Translucent Monster +FLOORCLIP +LOOKALLAROUND SeeSound "imp/sight" PainSound "imp/pain" DeathSound "imp/death" ActiveSound "imp/active" HitObituary "$OB_IMPHIT" Obituary "$OB_IMP" States { Spawn: TNT1 A 0 TNT1 A 0 A_GiveInventory("Cell", 1, AAPTR_MASTER) TNT1 AB 10 A_Look Loop See: TNT1 A 0 A_JumpIf(alpha < 1.0, "See2") TROO AABBCCDD 3 A_Chase Loop See2: TROO A 5 A_FadeIn(0.2) TROO A 0 A_JumpIf(alpha >= 1.0, "See") TROO AABBCCDD 3 A_Chase("Attack1", "Attack2") Loop Attack1: Attack2: Goto See2 Melee: Missile: TROO EF 8 A_FaceTarget TROO G 6 A_TroopAttack Goto See Pain: TROO H 2 TROO H 2 A_Pain Goto See Death: TROO I 8 TROO J 8 A_Scream TROO K 6 TROO L 6 A_NoBlocking Goto Alpha1 Alpha1: TROO M 5 A_JumpIf(alpha >= 1.0, "Ok1") TROO M 5 A_FadeIn(0.2) Goto Alpha1 Ok1: TNT1 A 0 A_TakeInventory("Cell", 1, AAPTR_MASTER) TROO M -1 Stop XDeath: TROO N 5 TROO O 5 A_XScream TROO P 5 TROO Q 5 A_NoBlocking TROO RST 5 Goto Alpha2 Alpha2: TROO U 5 A_JumpIf(alpha >= 1.0, "Ok2") TROO U 5 A_FadeIn(0.2) Goto Alpha2 Ok2: TNT1 A 0 A_TakeInventory("Cell", 1, AAPTR_MASTER) TROO U -1 Stop Raise: TROO MLKJI 8 Goto See } }
  14. Hello guys, I try to make a doomimp fadein when he spawn, but I want him to start his A_Look and being shootable just when he reach alpha 1, here is my script below. I read on wiki that fadeIn just work in a loop ? With that script below the Imp start attacking before finishing appear completely and he his keep his alpha below 1 .. ACTOR NDoomImp { Health 60 Radius 20 Height 56 Mass 100 Speed 8 PainChance 200 Alpha 0 RENDERSTYLE add Monster +FLOORCLIP SeeSound "imp/sight" PainSound "imp/pain" DeathSound "imp/death" ActiveSound "imp/active" HitObituary "$OB_IMPHIT" Obituary "$OB_IMP" States { Spawn: TROO A 5 A_Look TROO B 5 A_FadeIn(0.2) Loop See: TROO AABBCCDD 3 A_Chase Loop Melee: Missile: TROO EF 8 A_FaceTarget TROO G 6 A_TroopAttack Goto See Pain: TROO H 2 TROO H 2 A_Pain Goto See Death: TROO I 8 TROO J 8 A_Scream TROO K 6 TROO L 6 A_NoBlocking TROO M -1 Stop XDeath: TROO A 0 A_FadeIn(0.2, FTF_CLAMP) TROO N 5 TROO O 5 A_XScream TROO P 5 TROO Q 5 A_NoBlocking TROO RST 5 TROO U -1 Stop Raise: TROO MLKJI 8 Goto See } }
  15. Hello guys, on Zdoom 2.8.1 I notice when cacodemon fall on death if there is another monster under him, his death state stay over that monster. There is a way to prevent that or prevent monster to walk under floating monsters ?
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