Monster Resource Wad
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Nanami
- Posts: 1066
- Joined: Tue Jul 15, 2003 5:13 pm
- Location: That little island pritch created.
- Contact:
Putting the touches on some stuff. Expect a new version sometime soon.
In the meantime, anyone think I should include this monster? It was meant as a joke but maybe someone somewhere will want to use it. If anyone actually wants it, I just need to finish the angles to two walking frames and the pain frame:
In the meantime, anyone think I should include this monster? It was meant as a joke but maybe someone somewhere will want to use it. If anyone actually wants it, I just need to finish the angles to two walking frames and the pain frame:
I'd love that monster! I won't even need angles! But having said that... I could just copy those pics to my comp and convert then to BMP format with Irfanview...
EDIT: Actually, this seems to have caused more inconvenience than I thought it would.... Please send the frames to me at giest118@hotmail.com .
EDIT: Actually, this seems to have caused more inconvenience than I thought it would.... Please send the frames to me at giest118@hotmail.com .
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Here's mine:
An incomplete version of this zombie's sprites has been in several WADs. I added all the missing rotation frames and created a new attack for him.
Note: In this case inheritance is not an issue because it has no effect whatsoever on hitscan attack monsters and this one borrows heavily from the original zombie.
Code: Select all
ACTOR RapidFireTrooper : ZombieMan 10720
{
Health 30
Obituary "%o was surprised by the zombie's weaponry."
States
{
Spawn:
RFTR AB 10 A_Look
Loop
See:
RFTR AABBCCDD 4 A_Chase
Loop
Missile:
RFTR E 10 A_FaceTarget
RFTR F 5 A_PosAttack
RFTR E 5 A_CPosRefire
Goto Missile+1
Pain:
RFTR G 3
RFTR G 3 A_Pain
Goto See
Death:
RFTR H 5
RFTR I 5 A_Scream
POSS J 5 A_Fall
POSS K 5
POSS L -1
Stop
Raise:
POSS KJ 5
RFTR IH 5
Goto See
}
}
Note: In this case inheritance is not an issue because it has no effect whatsoever on hitscan attack monsters and this one borrows heavily from the original zombie.
Heh. That "Cyber Mastermind" is cool. I'd use it for HELLDOOM. In fact, I'd probably use almost all of these guys for HELLDOOM.
Anyway, Nami, I'm just about to e-mail my monster to you, so be prepared.
EDIT: ARGH!!! My e-mail server won't let me send any attachments. That's probably because I don't have a good internet connection and stuff. Is there any way we could meet on IRC or something? I can send stuff with that, strangely.
Anyway, Nami, I'm just about to e-mail my monster to you, so be prepared.
EDIT: ARGH!!! My e-mail server won't let me send any attachments. That's probably because I don't have a good internet connection and stuff. Is there any way we could meet on IRC or something? I can send stuff with that, strangely.
- Nanami
- Posts: 1066
- Joined: Tue Jul 15, 2003 5:13 pm
- Location: That little island pritch created.
- Contact:
Graf, the reason I wanted to make it so no monsters used inheritance is in case the original monsters were changed with DeHacked. In the monster you posted, it inherits some information and also uses some frames of the original zombie. If those are changed, it'd mess some things up.
Edit: Actually, I don't know if having the monster changed via DeHacked can be inherited or not, but it still uses some of the original frames, which could cause problems if they were changed. I'll add the missing frames in.
Also Xaser, irc.oftc.net #youfailit
Edit: Actually, I don't know if having the monster changed via DeHacked can be inherited or not, but it still uses some of the original frames, which could cause problems if they were changed. I'll add the missing frames in.
Also Xaser, irc.oftc.net #youfailit
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Nanami wrote: Edit: Actually, I don't know if having the monster changed via DeHacked can be inherited or not, but it still uses some of the original frames, which could cause problems if they were changed. I'll add the missing frames in.
Of course it can inherit Dehacked changes. I never thought of that!
That I understand. Don't forget the extreme death sequence which is completely inherited.
- Nanami
- Posts: 1066
- Joined: Tue Jul 15, 2003 5:13 pm
- Location: That little island pritch created.
- Contact:
All right, new copy of the wad is up: Get it here.
New monsters include:
* Blood Demon from SkullTag
* Cacolantern from SkullTag
* Belphegor from SkullTag
* Scorpion Mastermind, by LilWhiteMouse
* Zombie Marine, by Bouncy
* Rapid Fire Trooper, by Graf Zahl
* Snake Demon, by Espi
Changes to old monsters include:
* Stone Imp has more health, more mass, +NORADIUSDMG
* Arachnophyte has new graphics
* Warlord drops eggs 20% (instead of 25%), and sometimes shoots 5 green blobs instead of 3
* Satyr obit changed, scaled to .9
Enjoy!
I still have to get the TNT3 monsters (I keep forgetting to do this), and DD_133 is working on all the original monsters.
Oh yeah, if anyone's interested, the following monsters could uses new sounds:
* Satyr
* Belphegor
* Scorpion Mastermind
* Snake Demon
New monsters include:
* Blood Demon from SkullTag
* Cacolantern from SkullTag
* Belphegor from SkullTag
* Scorpion Mastermind, by LilWhiteMouse
* Zombie Marine, by Bouncy
* Rapid Fire Trooper, by Graf Zahl
* Snake Demon, by Espi
Changes to old monsters include:
* Stone Imp has more health, more mass, +NORADIUSDMG
* Arachnophyte has new graphics
* Warlord drops eggs 20% (instead of 25%), and sometimes shoots 5 green blobs instead of 3
* Satyr obit changed, scaled to .9
Enjoy!
I still have to get the TNT3 monsters (I keep forgetting to do this), and DD_133 is working on all the original monsters.
Oh yeah, if anyone's interested, the following monsters could uses new sounds:
* Satyr
* Belphegor
* Scorpion Mastermind
* Snake Demon
Last edited by Nanami on Tue Jun 29, 2004 12:43 pm, edited 1 time in total.