Search found 39 matches
- Tue May 12, 2020 10:00 am
- Forum: Scripting
- Topic: [solved] Maulotaur query
- Replies: 8
- Views: 688
Re: [DECORATE] Maulotaur query
As it happens, I was just playing with A_ChangeFlag, heh. I definitely tried setting A_ChangeFlag("SKULLFLY", FALSE) and a few other variations with SETSPEED, STANDSTILL and DORMANT, but weirdly none of them seem to stop the charge in progress. It's also funny that my use of "MINS A 2 A_SkullAttack ...
- Tue May 12, 2020 8:52 am
- Forum: Scripting
- Topic: [solved] Maulotaur query
- Replies: 8
- Views: 688
Re: [DECORATE] Maulotaur query
I tried:
But yeah, it initiates a charge for a split-second and then immediately stops and goes back to the "Chase:" state.
Code: Select all
Charge:
MINR ABCD 4 A_Stop
MINR E 4 A_FaceTarget
MINS A 2 A_SkullAttack
ChargeLoop:
MINS A 2 A_MinotaurCharge
Loop
- Tue May 12, 2020 7:55 am
- Forum: Scripting
- Topic: [solved] Maulotaur query
- Replies: 8
- Views: 688
Re: [DECORATE] Maulotaur query
You mean it doesn't get as far as displaying frame E (MINRE) ? or do you want it to do a few rakes before the charge? If it's the former, I'm not sure why it would leap forward to a new state label. If it's the latter, you just need to repeat the frames as often as you want them to be seen. BTW ...
- Tue May 12, 2020 6:55 am
- Forum: Scripting
- Topic: [solved] Maulotaur query
- Replies: 8
- Views: 688
Re: [DECORATE] Maulotaur query
Without testing, something like this might work: Charge: MINR A 3 MINR B 3 MINR C 3 MINR D 3 MINR E 3 //fallthrough ChargeLoop: MINS A 3 A_MinotaurCharge Loop It's definitely an improvement animation-wise. But the charge movement, or SKULLFLY, still starts before the raking animation finishes.
- Tue May 12, 2020 6:08 am
- Forum: Scripting
- Topic: [solved] Maulotaur query
- Replies: 8
- Views: 688
[solved] Maulotaur query
One of my projects at the moment is taking a bunch of sprites from Might & Magic 6, 7 and 8 to use as replacement Heretic monsters. I'm having some issues with the Minotaur class and the charge attack. Cobbled together some frames where the Minotaur rakes at the ground with his hoof, so naturally I ...
- Sun Jan 26, 2020 4:25 pm
- Forum: Scripting
- Topic: Decorate help: A_LichAttack vs A_SpawnProjectile
- Replies: 1
- Views: 199
Decorate help: A_LichAttack vs A_SpawnProjectile
I've decided to replace the 'big dumb floaty head' in Heretic with something that looks like an actual Lich, but I'd like to keep the same attack behaviour. The problem is, because my new Lich is taller, when A_LichAttack spawns the Ice Ball projectile, it spawns around groin height, which looks ...
- Fri Jan 03, 2020 3:34 pm
- Forum: Mapping
- Topic: How complicated can you make a 3D lift before it breaks?
- Replies: 5
- Views: 475
Re: How complicated can you make a 3D lift before it breaks?
Can you think of any other reasons why bumping and shooting work, but not using? http://www.teamhellspawn.com/ridiculiftnope.pngGez wrote:Honestly it shouldn't cause a problem.
- Fri Jan 03, 2020 2:26 pm
- Forum: Mapping
- Topic: How complicated can you make a 3D lift before it breaks?
- Replies: 5
- Views: 475
How complicated can you make a 3D lift before it breaks?
So I thought I would try to make a lift that had the potential to trigger someone's vertigo. I figured the best way to do that would be to make a ramshackle wooden lift, complete with individual planks at sloppy angles, so you can see through the gaps in between them. The only downside is that this ...
Re: Voxels?
Ah, yes. That's probably the cause then.
Re: Voxels?
Did you try latest svn build of zdoom with the voxel wad? I see a lot of missing faces and bad renderings... And can someone upload the latest version of the file? The latest version is always the same link, http://www.teamhellspawn.com/zdoom_vox.zip No idea why it's messed up in your screen there ...
- Thu May 26, 2011 12:15 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP] 20 Years of Doom
- Replies: 47
- Views: 5541
Re: [WIP] 20 Years of Doom
There's also screenshots for Dutch Devil's map here. Tinypic is screwy for me and the images don't show up, so I had no idea they were there until I quoted his post in the private dev forum. http://i47.tinypic.com/2mw76h4.png http://i45.tinypic.com/2eewtq1.png If, like me, you can't see them images ...
- Tue May 17, 2011 4:55 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP] 20 Years of Doom
- Replies: 47
- Views: 5541
[WIP] 20 Years of Doom
http://www.teamhellspawn.com/20yod/imgs/20yodpromo.png The Concept A map progression starting with vanilla style Doom maps, through limit-removing and Boom compatible, then onto modern styled maps that take advantage of all the abilities of source ports. Not only does this celebrate the evolution ...
Re: Voxels?
I know the HUD sprites are all centred, but I'm inclined to disagree about the double shoulder harness for the BFG. From a practical perspective, that would be a ridiculous posture to be standing in while firing a large gun. The recoil would probably crack your ribs. I'm almost positive it's only ...
Re: Voxels?
Whoops, launcher should hopefully be fixed now.Salad Viking wrote:The rocket launcher still has holes on the side, though. It's bugging me terribly....

Re: Voxels?
Update! zdoom_vox.zip now includes the awesome chainsaw by ReaperMan and the BFG by me. Also added phi108's electric column fix.

There's better views of the Chainsaw here in case anyone missed it on Doomworld.

There's better views of the Chainsaw here in case anyone missed it on Doomworld.