Skulltag's features?

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Expand view Topic review: Skulltag's features?

by Belial » Tue Jul 12, 2005 3:49 pm

Good for you, but noone cares. Stop going through threads and bumping them.

by doom2day » Tue Jul 12, 2005 2:36 pm

TheDarkArchon wrote:Learn ACS.
I am, Slowly.

by Graf Zahl » Tue Jul 05, 2005 3:37 pm

:laff:

by Belial » Tue Jul 05, 2005 3:36 pm

Code: Select all

     /"""""/"\"""""..                                   
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  /____ /  /\  |  |/   \          ||                    
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 |    \|     *\/* *\/* |        | TT |                  
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 |     |    *    \/.."""""..."""\ || /.""".......""""...
 |     |...."""""""........""""""^^^^"......."""""""".."
 |......"""""""""""""""........"""""...."""""..""-Ray W.

:wink:

by Tormentor667 » Tue Jul 05, 2005 7:01 am

Drain - 1/2 the damage you do to enemies is added to your health; probably not possible.
It already works for the Heretic Gloves in "Tomb of Power" mode, so the code should be there!

by NiGHTMARE » Mon Jul 04, 2005 4:53 pm

Talonos wrote:If you have decorate weapons, why not? Make a pickup that runs a script. This script takes all your weapons and replaces them with powered up versions, and starts a timer.
There are actually several different runes, each with a different effect:

Strength - 2x damage; easy to do with the unofficial build.

Rage - 2x attack speed; I'm pretty sure this isn't possible.

Drain - 1/2 the damage you do to enemies is added to your health; probably not possible.

Spread - 3x the normal number of projectilesl; could perhaps be done using the Tome, but you'd have to create an alternative version of each normal weapon.

Resistance - 50% damage resistance; may be possible by scripting a self-replenishing armor power-up.

Regeneration - regenerate health; could be done via ACS.

Prosperity - allows stimpacks and medkits to increase your health up to 200%; you could have a script which replaces the normal versions of these items with alternate versions once you get the power-up, though it probably wouldn't be worth it and obviously wouldn't work properly in multi-player.

Reflection: 50% of the damage done to you is also done to the enemy who caused it; I doubt this is possible.

High Jump: 2x jump height; IIRC this can be done in the unofficial build.

Haste: increases running speed; should be pretty simple to do via ACS.


BTW you wouldn't need a timer, since runes last until either you pick up a different rune, or you end the level.

by Cutmanmike » Mon Jul 04, 2005 3:58 pm

Talonos wrote:That is what the runes from skulltag do, right? Power up weapons?

edit: with the tome state, it would be even easier, wouldn't it? Just make a pickup that is a tome that autoactivates.
Wrong bub.

http://www.skulltag.com/stmanual/

Go read

by Talonos » Mon Jul 04, 2005 12:54 pm

If you have decorate weapons, why not? Make a pickup that runs a script. This script takes all your weapons and replaces them with powered up versions, and starts a timer. When the timer ends, take all the weapons and unpower them.

That is what the runes from skulltag do, right? Power up weapons?

edit: with the tome state, it would be even easier, wouldn't it? Just make a pickup that is a tome that autoactivates.

by Graf Zahl » Sun Jul 03, 2005 4:11 am

Most certainly not. Dehacked is far too limited and even with ACS you won't get far enough.

by Skunk » Sat Jul 02, 2005 9:31 pm

Graf Zahl wrote:No, it won't. The community build will not sabotage itself by adding stuf like this which might easily get dumped for the real version.

To make it short: No new features that require extensive rewrites of core game code! So far such changes have been restricted to code that was necessary to implement needed DECORATE features.
From what I heard from someone, all the runes are scripts and Dehacked and stuff. *shrug*

by Arcane » Sat Jul 02, 2005 5:10 pm

I'd rather use ZDoom because ZDoom has DECORATE weapons and such and Skulltag doesn't. Oh, and because I don't know anybody who currently uses Skulltag who I play with.

by Cutmanmike » Sat Jul 02, 2005 4:35 pm

randy wrote:
doom2day wrote:how about the skulltag sector special things like the spring pad thing.
An "actor hits floor" thing with the ThrustThingZ special.
ST's is different. If you hold down jump you get higher and higher.

by Graf Zahl » Sat Jul 02, 2005 3:52 pm

...and if you use a script you can even put in a sound. This is the type of sector special nobody really needs.

by randi » Sat Jul 02, 2005 3:50 pm

doom2day wrote:how about the skulltag sector special things like the spring pad thing.
An "actor hits floor" thing with the ThrustThingZ special.

by skadoomer » Thu Jun 30, 2005 8:07 pm

what may i ask is wrong with simply using the skulltag engine?

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