Custom "Monster Gallery"

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by Deathsong12 » Fri Oct 07, 2005 9:39 pm

Could someone link to that? LWM's work is a personal favorite of mine.

by Cutmanmike » Fri Oct 07, 2005 3:47 pm

I never finished the hellspawn demo. I could never get past some area with a broken bridge, and nowhere to go.

by Nash » Fri Oct 07, 2005 2:22 pm

Anyone remember this certain demo map that LWM released when she was still around? It was Hellspawn I think.

It had a cool custom-scripted ACS cast-call at the end, with rotating cameras and stuff.

That was really cool. :)

by Risen » Thu Oct 06, 2005 9:33 am

The simplest solutions are often the easiest to overlook.

Then you feel utterly stupid when you think of it several hours later...

by Bio Hazard » Thu Oct 06, 2005 2:20 am

I must have been thinking of a cutscene with moving cameras and stuff when that came to mind. You know I like to make moving cameras for everything. Maybe that's why I thought it wouldn't work?

Yeah... that's it... Yeah... :?

by Enjay » Wed Oct 05, 2005 4:07 pm

Bio Hazard wrote:...Why didn't I think of that? :?
Umm, I dunno. I was almost not going to post what I did because I though Bio Hazard, the credits and intermission meister, must have thought of this and already discounted it for some reason. :?

by Phobus » Wed Oct 05, 2005 3:07 pm

My idea actually sounds easy (as far as technicalities are concerned) but it's definitely not as flexible. Very clever :D

by Bio Hazard » Wed Oct 05, 2005 2:08 pm

Enjay wrote:Just "print" a few walking frames onto the screen followed by the attack frames, play the appropriate sound using ambientsound and move back to the start.
... and that is why you are awesome.



...Why didn't I think of that? :?

by Enjay » Wed Oct 05, 2005 3:56 am

Bio Hazard wrote:Well, actually, you would need a way to invoke actions from actors so I guess you can't (yet).
Yes you can (sort of - in this case). It's very easy to simulate the look of the original castcall using hudmessages. Just "print" a few walking frames onto the screen followed by the attack frames, play the appropriate sound using ambientsound and move back to the start. I did it a while back with just a few monsters to establish the principle. It looked identical. For player activated deaths, just have the player in a tiny sector with a script line in front of them that activates a death animation series of hudmessages and moves on to the next monster. Script all your monsters and then return to the start. It didn't take up that much code at all, and someone who understands variables and ints could do it far more efficiently than me I suspect. Something for the ACS prefab database?

by Graf Zahl » Wed Oct 05, 2005 1:29 am

skadoomer wrote: Isn't the attack sound retrieved from the Actor? Or could it be? If mapinfo is limited in specifying every attack it wants for every monster listed, would a flag in the monsters class help? Like a +Cast_AttackMelee or Cast_AttackRange?

No. Many of the used sounds are hard coded to code pointers so they have to be specified explicitly.

by Bio Hazard » Wed Oct 05, 2005 1:20 am

Why not just script a cast call with ACS?
Well, actually, you would need a way to invoke actions from actors so I guess you can't (yet).

by skadoomer » Tue Oct 04, 2005 1:29 pm

Does the cast call ignore code pointers? There are some monsters which rely on a_jump functions, so i imagine that there attack sequences would become incredibly long durring this.
Graf Zahl wrote:It needs more than this. You have to specify which attack is to be played and the attack sounds as well.
Isn't the attack sound retrieved from the Actor? Or could it be? If mapinfo is limited in specifying every attack it wants for every monster listed, would a flag in the monsters class help? Like a +Cast_AttackMelee or Cast_AttackRange?

by Phobus » Tue Oct 04, 2005 10:25 am

Batman doom is the only example I've see nof it, but I get the point. We are in need of a casting-call changind system, though there's probably a very long and complex way to do it that I can think of:

You get the texture you want displayed at the end screen and make it a huge scripted animations thing showing all of the monsters that you want on there. It's stupid, and would take forever, but that's all I can think of right now...

by Anakin S. » Tue Oct 04, 2005 9:21 am

Tell me about it. How many times has that monster gallery been unable to continue due to a modified death sequence? :roll:

by Tormentor667 » Tue Oct 04, 2005 8:20 am

Enjay wrote:Obviously the built in cast-call is a bit odd too. When you modify monsters with dehacked, sometimes your changes reflect in the way the monster behaves during the cast-call and sometimes your changes get ignored. Sometimes making your changes has a completely odd or unwanted effect on the cast-call. :?
That's true, just try BATMAN DOOM or HACX

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