I am working on some source modifications that involve morphing and have found the old-skool Heretic/HeXen morphing behaviour to be quite buggy or at least non-intuitive. While this is fine for the predefined morph items, should it be the default for new ones? The new behaviour would inherit health and inventory/pick-up limitations from the morphed player class rather than being hardcoded and not always reliable.
Of course, there's the question of how many existing mods rely on max health being 30 once you're down to that level or on the buggy/unpredictable behaviour of what you can or cannot pickup or use. Since the new behaviour would be infinitely preferable, it should be the default for new morph projectiles, but how many mods implement custom morph projectiles and rely on the old behaviour? Are there even any at all? Perhaps a new projectile kind (MorphProjectile variant) is in order?
Anybody using custom morph projectiles?
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- MartinHowe
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Re: Anybody using custom morph projectiles?
I did plan to add a "staff of ovinomancer" item to Dream of Magic, however, I never really found out how to make it work on monsters, less in players.
For what I've seen, there is no mods that uses this feature. I recall a few poeple talking about the use of it for mods, but that's all.
For what I've seen, there is no mods that uses this feature. I recall a few poeple talking about the use of it for mods, but that's all.
Re: Anybody using custom morph projectiles?
This thing uses custom morph classes
http://forum.zdoom.org/viewtopic.php?f= ... zer+engine
http://forum.zdoom.org/viewtopic.php?f= ... zer+engine
- LilWhiteMouse
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Re: Anybody using custom morph projectiles?
Doesn't really count, but HQuest2 used a morph projectile. One of the Heretic weapons I made was the Shepardess Staff. That got turned into the Shepardess Lance. The Arachnid Queen also uses a morph projectile to turn the player into a spider. Which was actually the trick to defeating her.