Search found 65 matches

by Terra-jin
Sun Mar 24, 2013 5:25 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: "Lost Soul limit" in A_SpawnItemEx
Replies: 4
Views: 544

Re: "Lost Soul limit" in A_SpawnItemEx

Yes. However, I think there are plenty of situations where you might actually want such a limit. In my case, I'm trying to create a self-replicating Imp that stops when they reach a certain number. As far as I could think, this is only possible with using the mentioned limit. A_PainAttack provides ...
by Terra-jin
Sun Mar 24, 2013 4:44 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: "Lost Soul limit" in A_SpawnItemEx
Replies: 4
Views: 544

"Lost Soul limit" in A_SpawnItemEx

A_PainAttack has a neat feature that allows you to specify a limit on the total number of spawned things that may be on the map. Would it be feasible to add this parameter to A_SpawnItemEx? You'd be able to ensure that only one or a limited few given things are spawned, which could prove useful ...
by Terra-jin
Sat Mar 23, 2013 9:49 am
Forum: Editing (Archive)
Topic: Trouble with A_PainAttack in Decorate
Replies: 2
Views: 228

Re: Trouble with A_PainAttack in Decorate

Thought this might be it :) thanks for the confirmation.

Initial test still didn't work, but then I realized I still had an ancient version of ZDoom (it's been a while). All's good now!
by Terra-jin
Sat Mar 23, 2013 9:29 am
Forum: Editing (Archive)
Topic: Trouble with A_PainAttack in Decorate
Replies: 2
Views: 228

Trouble with A_PainAttack in Decorate

Hello, Recently I've resumed work on my self-replicating Imp. It works fine, but I'm trying to impose a limit on the number of Imps that may be on the map. A_SpawnItemEx doesn't seem to have a way for this, but thankfully A_PainAttack does. According to the Wiki, the last parameter sets the max ...
by Terra-jin
Tue Jan 11, 2011 1:29 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: am_showmonsters --> monsters still alive count
Replies: 1
Views: 225

am_showmonsters --> monsters still alive count

Hello there,

I was wondering if the am_showmonsters variable can be expanded to allow a "monsters still alive" count. There's the monsters killed and monsters total count, but I could really use the monsters not yet killed count :P
by Terra-jin
Fri Dec 10, 2010 3:35 pm
Forum: Editing (Archive)
Topic: Idea for a Von Neumann Imp
Replies: 13
Views: 731

Re: Idea for a Von Neumann Imp

@Mikk: Hmmmm I've tried that :) but it turned out that the original Imp (Imp Zero :P) can still indefinitely spawn second version Imps this way. The way I see it, I want the Imps to always reach a certain number. Let's say 500... if you chip away at the horde, their numbers will dwindle but soon ...
by Terra-jin
Fri Dec 10, 2010 1:31 pm
Forum: Editing (Archive)
Topic: Idea for a Von Neumann Imp
Replies: 13
Views: 731

Idea for a Von Neumann Imp

Hi, I've been working at a type of Imp that replicates itself. With A_SpawnItemEx the Imps can summon more of themselves, giving them an exponential growth rate. The problem is, there's no limit to the amount of Imps created. Given enough time and room, the Von Neumann Imps can flood the map. What I ...
by Terra-jin
Tue Feb 26, 2008 1:00 pm
Forum: Editing (Archive)
Topic: New monster video
Replies: 17
Views: 2489

Re: New monster video

Nice monster! Looks really frightening and challenging. Skin Wizard, eh? I'll have to keep my eyes open for this one :o
by Terra-jin
Wed Feb 20, 2008 6:10 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Resurrectable but unrespawnable monsters
Replies: 7
Views: 702

Resurrectable but unrespawnable monsters

Hello, it's been a while since I've posted here. I have a feature suggestion I've been experimenting with for some time now. It's about allowing monsters to be resurrected yet keeping them from respawning. The reason for this is that I want to create a remotely fair version of Nightmare, in which ...
by Terra-jin
Thu May 25, 2006 7:39 am
Forum: Editing (Archive)
Topic: Friendly fire?
Replies: 13
Views: 793

Would it be possible to make sure that some monsters are hurt by their own kind of projectiles, while others are not? I want to make cybernetic demons fight eachother and hellspawned monsters not.
by Terra-jin
Mon Apr 17, 2006 11:12 am
Forum: Editing (Archive)
Topic: Strange spawner behaviour
Replies: 7
Views: 336

I think I get it now. The spawned monsters' targets are the same as the Arch-Vile, but they do need to be activated first. A monster becomes active when it sees or hears an enemy or sometimes when it is hurt. Since I had NOTARGET on, the monsters wouldn't activate before they were hurt (either by me ...
by Terra-jin
Mon Apr 17, 2006 10:22 am
Forum: Editing (Archive)
Topic: Strange spawner behaviour
Replies: 7
Views: 336

Re: Strange spawner behaviour

I'm using 96x. But your code is written so that this feature is disabled. How so? In my experience it seems that this code actually is working. After some more testing it even seems that the player is always the preferred target. I toggle NOTARGET on, then wake up the Supreme Arch-Vile. The monsters ...
by Terra-jin
Mon Apr 17, 2006 8:15 am
Forum: Editing (Archive)
Topic: Strange spawner behaviour
Replies: 7
Views: 336

This is the Supreme Arch-Vile: ACTOR SupremeArchVile : ArchVile 10026 { Health 2800 Speed 12 PainChance 2 - NOTARGET Obituary "%o was put down by a supreme Arch-Vile." States { See: VILE AABBCCDDEEFF 1 A_VileChase Goto See Missile: VILE G 0 A_Jump (85, 13) VILE G 0 A_VileStart VILE G 10 A_FaceTarget ...
by Terra-jin
Mon Apr 17, 2006 7:46 am
Forum: Editing (Archive)
Topic: Strange spawner behaviour
Replies: 7
Views: 336

Strange spawner behaviour

Hello, I've made an Arch-Vile that spawns monsters and I've noticed something strange about the behaviour of the spawned monsters. When a spawned monster gets damaged from the Arch-Vile's flame burst attack, it will either not retaliate or turn on me (this was tested with the cheat NOTARGET), even ...

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