Custom heal types/raise states

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Re: Custom heal types/raise states

by CO2 » Tue Aug 19, 2008 6:21 pm

Well if not this, could we at least have an XRaise state?

Re: Custom heal types/raise states

by .+:icytux:+. » Sun Aug 03, 2008 4:06 am

this would be a very useful thing to use :D

you could make so much awesome monsters, heh, @ghastly: the vagary could throw corpses at you this way :D

Re: Custom heal types/raise states

by Osiris Kalev » Sat Aug 02, 2008 11:05 pm

I suggested something similar to this a while ago (an extension to A_VileChase I believe), but this way sounds better.

The main reason I suggested it though was to have normal raise-able monsters and to also have a staff that makes corpses explode.

Re: Custom heal types/raise states

by Ghastly » Thu Jul 31, 2008 8:16 pm

Raise.XDeath.Eat, or something like that (most likely won't work)? That's a problem that'd have to be worked through before this would be implemented, obviously.

Re: Custom heal types/raise states

by Jimmy » Thu Jul 31, 2008 9:26 am

My plan for a Glutton creature that eats the corpses of enemies to gain strength is the main reason I suggested this feature. ;) Here's how I'd do it with my 'HealType' method:
Spoiler:
As for resurrecting monsters who have died in certain ways due to different damage types, this is an excellent idea. Here's how I'd simulate that in DECORATE:
Spoiler:
There's bound to be a problem with this method that will arise sooner or later when a modder wishes to do something extremely innovative with this system. Looking at my two examples here, which are quite different from each other, syntax-wise, I can foresee problems cropping up here and there.

Re: Custom heal types/raise states

by CO2 » Thu Jul 31, 2008 7:58 am

Yes, just have a heal damage state dedicated to it.

Well, actually no. This would not work easily because you'd have no way to get it to eat one and spawn another one, unless you were somehow able to pull what type the ressurection target type is.

Re: Custom heal types/raise states

by Captain Ventris » Wed Jul 30, 2008 5:51 pm

Ghastly_dragon wrote:Would raise states based on what monster raised it be possible, too? The Gremlins from the Quake 1 expansion pack come to mind (where they eat a corpse and spawn another monster).
Yes, that's exactly what I had in mind! Jimmy's Glutton concept could become very real and functional. :D

Re: Custom heal types/raise states

by Ghastly » Wed Jul 30, 2008 5:46 pm

Would raise states based on what monster raised it be possible, too? The Gremlins from the Quake 1 expansion pack come to mind (where they eat a corpse and spawn another monster).

Re: Custom heal types/raise states

by Captain Ventris » Wed Jul 30, 2008 5:09 pm

This is a brilliant idea. In fact, I was thinking of uses for something like this the other day, though I didn't know it had been pitched as a suggestion. This would open a multitude of possibilities, and would make an excellent addition!

Re: Custom heal types/raise states

by Zippy » Wed Jul 30, 2008 4:39 pm

More generally seen in Doom 2 when an Archvile comes along and puts the pieces of a gibbed zombie or imp back together.

Re: Custom heal types/raise states

by CO2 » Wed Jul 30, 2008 4:33 pm

Yes, since I tend to run into the problem of monsters or marines burning on fire, and when a vile revives them, they transform from a normal corpse

Re: Custom heal types/raise states

by HotWax » Wed Jul 30, 2008 4:23 pm

So basically that would allow for different vile types that can only raise certain enemies, while at the same time allowing for different raised states based on how the enemy died (so that an enemy that was burned to ashes will have an animation showing them being reconstructed from the ashes, for example)? That sounds like a very cool idea.

Re: Custom heal types/raise states

by CO2 » Wed Jul 30, 2008 4:12 pm

Why not the raise states being based off of what damage dealt the final blow. For instance, why not have Raise.Disintegrate be for when they are revived. IMO this is MUCH more flexible and for a simple reason: You could provide a raise state label in A_VileChase (defaulting to "Raise" if not defined), much like how A_Chase has parameters for what states to use for melee and ranged attacks, and then, for example, if said monster died of ice, you could provide a Foo.Freeze state in the raised monster, where Foo would be the parameter for 'state' in A_VileChase. If Foo.Freeze was not provided, it would just use Foo. If Foo is not provided, said monster cannot be revived by said 'raise' type. This could be used to create things such as vile bossfights, where there would be viles and a big bad vile boss that can revive normal viles, but the normal viles cannot revive eachother.

Augh that statement took some time to write and polish <_<

Re: Custom heal states

by Jimmy » Wed Jul 30, 2008 1:50 pm

Bump. I thought this feature suggestion had already been pitched. :wink:

So, any news on how hard it would be to get this in? It's essentially DamageTypes for Heal and Raise states instead of projectiles and Pain and Death states.

by Jimmy » Sat Oct 06, 2007 12:46 pm

Graf Zahl wrote:The original suggestion sounds interesting but the specialized Heal state is not really necessary, only the specialized Raise state.
Actually, yes, if I could come up with a better way to implement this, I would.

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