I would vote for smarter ones, since Zand bots are dumber than zcajun ones in some regards.fellowzdoomer wrote:Hey zcajun bots helped me by making me do a long jump!
In all seriousness,maybe replace zcajun with zandronum or smarter bots?
Search found 3898 matches
- Thu Sep 04, 2014 2:57 am
- Forum: Editing (Archive)
- Topic: Isn't A_SetSolid deprecated?
- Replies: 8
- Views: 525
Re: Isn't A_SetSolid deprecated?
- Thu Sep 04, 2014 2:56 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 37931
- Views: 4051910
Re: [SPRITES] Spriting Carnival!!
Yeah, I know you could do it way back when, too. I meant I myself probably didn't know that back then.
- Wed Sep 03, 2014 8:52 pm
- Forum: Editing (Archive)
- Topic: ZDoom and Vanilla Doom stealth monsters
- Replies: 6
- Views: 580
Re: ZDoom and Vanilla Doom stealth monsters
To answer the question in a way that makes the most sense to you, no. Stealth monsters will count as invalid things. I'm not sure what that means in vanilla, but I'm pretty sure it'd just not spawn anything at all. Also, what Caligari_87 said isn't true. While you might be able to play the map in va...
- Wed Sep 03, 2014 8:46 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 37931
- Views: 4051910
Re: [SPRITES] Spriting Carnival!!
Not in the slightest.
Heck, I did something similar in a Heretic mod I never released. The weapons would play special animation if you had them selected when you started a level. I'm not sure if I used ACS for that or not, but nowadays I know you could do that without any.
Heck, I did something similar in a Heretic mod I never released. The weapons would play special animation if you had them selected when you started a level. I'm not sure if I used ACS for that or not, but nowadays I know you could do that without any.
- Thu Aug 21, 2014 11:02 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30854
- Views: 1862978
Re: The WIP Thread
In addition to user1, user2, user3, user4 ...
Keys that could easily be bound to many other things due to other mods using them, and potentially not in any way comfortable to your's.
Keys that could easily be bound to many other things due to other mods using them, and potentially not in any way comfortable to your's.
- Tue Aug 19, 2014 1:50 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Speed DECORATE expression + A_SetSpeed
- Replies: 3
- Views: 715
Re: Speed DECORATE expression + A_SetSpeed
Not sure why you'd recommend using it on players, dynamically changing player Speed is extremely useful. Probably because this changes the base speed parameter only, while something like SetActorProperty or the speed power-ups changes a speed multiplier when applied to player. Thus, it's not recomm...
- Mon Aug 18, 2014 11:02 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Kill ratio option for respawning monsters
- Replies: 3
- Views: 614
Re: Kill ratio option for respawning monsters
ZDoom isn't designed for this. It has too many features that aren't restrained to the limits of what vanilla allows. What do you do with monsters that are spawned by scripts? How do you deal with monsters that are spawned by other actors? Presumably, they get treated the same as respawned monsters ...
- Sat Aug 09, 2014 10:11 pm
- Forum: General
- Topic: Map identification help please
- Replies: 4
- Views: 475
Re: Map identification help please
I have to say, those screenshots remind me a bit of the old Skulltag stock maps. Perhaps one was used as the inspiration for another?
- Mon Aug 04, 2014 10:20 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30854
- Views: 1862978
Re: The WIP Thread
The problem is that this is the first clue that I've had that it was a health bar. I thought it was "progress to next rank" or something.terranova wrote:What's wrong with the healthbar, exactly? Is it too clashy with the rest of the HUD?
- Fri Aug 01, 2014 2:04 pm
- Forum: Gameplay Mods
- Topic: Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)
- Replies: 397
- Views: 58449
Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14
Actually, I'm perfectly fine with you integrating Supes into the wad. I don't recall ever being against that, actually, but if I was then that was probably because I was dumber when I was young.
- Wed Jul 30, 2014 11:27 pm
- Forum: Editing (Archive)
- Topic: Z-Kart discussion
- Replies: 518
- Views: 28177
Re: Z-Kart discussion
I think I'd prefer seeing what your Baron of Hell would like like given a slightly bigger head - kind of in-between its current one and idGamer's Knight - but either way I definitely prefer your's be used as a base for the Knight rather than the other wya around. Or just skip the 2 Knight and have t...
- Wed Jul 30, 2014 2:47 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30854
- Views: 1862978
Re: The WIP Thread
ohboyohboyohboyCaptain Ventris wrote:Just realized that in Doomvengers: Legion of Noobs, the Mancs don't always all spawn on Map07, but when you kill the ones that do spawn, the map works fine. Huh.
Also that's because it doesn't check for x amount of y to die, just for a y to die when it is the last one alive.
- Sat Jul 26, 2014 11:42 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: +CHECKMULTIPLAYERSPAWN (or perhaps something else)
- Replies: 11
- Views: 1257
Re: +CHECKMULTIPLAYERSPAWN (or perhaps something else)
Ideally I think all actor classifications like that should be determined not by inheritance, like most of Inventory, but by actor flags, like monsters and big powerups.
- Wed Jul 23, 2014 10:58 pm
- Forum: Resources
- Topic: doom 64 female monsters and other stuff [WIP]
- Replies: 71
- Views: 28403
Re: doom 64 female monsters [WIP]
The quality's good on the D64 stuff, but I've never been fond of this way of feminizing clearly non-human things. I don't quite understand what use mammaries have on demons, but given what they are udders and nipple rows would make more sense, since they're not really based on primates. If the human...
- Tue Jul 22, 2014 12:48 pm
- Forum: Editing (Archive)
- Topic: Z-Kart discussion
- Replies: 518
- Views: 28177
Re: Z-Kart discussion
You know, thinking about it, should we really be making maps based off the vanilla DOOM levels if flats are going to be assigned arbitrary friction values? They really seem like they hold a lot of importance in making the maps recognizable, especially since the player would probably ignore most wall...