Search found 39 matches

by DooMAD
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 ...
by DooMAD
Tue May 12, 2020 8:52 am
Forum: Scripting
Topic: [solved] Maulotaur query
Replies: 8
Views: 688

Re: [DECORATE] Maulotaur query

I tried:

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
But yeah, it initiates a charge for a split-second and then immediately stops and goes back to the "Chase:" state.
by DooMAD
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 ...
by DooMAD
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.
by DooMAD
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 ...
by DooMAD
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 ...
by DooMAD
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?

Gez wrote:Honestly it shouldn't cause a problem.
Can you think of any other reasons why bumping and shooting work, but not using? http://www.teamhellspawn.com/ridiculiftnope.png
by DooMAD
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 ...
by DooMAD
Mon Jul 09, 2012 7:37 am
Forum: General
Topic: Voxels?
Replies: 239
Views: 31750

Re: Voxels?

Ah, yes. That's probably the cause then.
by DooMAD
Mon Jul 09, 2012 6:55 am
Forum: General
Topic: Voxels?
Replies: 239
Views: 31750

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 ...
by DooMAD
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 ...
by DooMAD
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 ...
by DooMAD
Sat Feb 26, 2011 8:14 am
Forum: General
Topic: Voxels?
Replies: 239
Views: 31750

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 ...
by DooMAD
Mon Feb 21, 2011 2:46 pm
Forum: General
Topic: Voxels?
Replies: 239
Views: 31750

Re: Voxels?

Salad Viking wrote:The rocket launcher still has holes on the side, though. It's bugging me terribly....
Whoops, launcher should hopefully be fixed now. :)
by DooMAD
Mon Feb 21, 2011 7:07 am
Forum: General
Topic: Voxels?
Replies: 239
Views: 31750

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.

Image

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

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