Search found 265 matches

by CaptainBighead
Fri Oct 02, 2009 5:27 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Generic MageWandMissile and Trail?
Replies: 4
Views: 342

Re: Generic MageWandMissile and Trail?

Um... okay. I know that. I created the topic where you added FastProjectiles.

I'm asking a generic way to create the trail for multiple different projectiles.

FastTrail <actor> - where the actor equals the trail actor
by CaptainBighead
Fri Oct 02, 2009 1:32 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Generic MageWandMissile and Trail?
Replies: 4
Views: 342

Generic MageWandMissile and Trail?

I am wondering if a generic equivalent of the MageWandMissile with the MageWandMissileTrail could be implemented for fast missiles (I'm really after just the trail effect) As of now if a fast missile has a speed set very high, even using A_SpawnItem and other actor spawning functions per every tic ...
by CaptainBighead
Tue Jul 21, 2009 6:55 pm
Forum: Abandoned/Dead Projects
Topic: ZDoom Wars (Thread now inactive. Check the Blog and Forum)
Replies: 448
Views: 39460

Re: ZDoom Wars (Public Beta 1.7)

Hard to avoid on those small maps IMO. They live too long to cost that little :S.
by CaptainBighead
Tue Jul 21, 2009 6:51 pm
Forum: Abandoned/Dead Projects
Topic: ZDoom Wars (Thread now inactive. Check the Blog and Forum)
Replies: 448
Views: 39460

Re: ZDoom Wars (Public Beta 1.7)

I was a bit dismayed when I found that the Centuar's prices werent increased :cry:
those things are extremely spammable. But anyway, good job! Virus gets the nerf it deserves >: )
by CaptainBighead
Tue Jul 14, 2009 10:07 am
Forum: Gameplay Mods
Topic: GVHv2 - Beta 7 Released!
Replies: 2553
Views: 109128

Re: GVHv2 - Beta 3 released

doesnt he move like 0.00001 tho, thats moving right? I was just hoping you could just have it move when it was still :P Anyways there is a kinda hacky way to do it, but its alot of work for just some little effect, but if you want to know: A_GiveInventory("Jitter", 1) in SeeState A_TakeInventory ...
by CaptainBighead
Tue Jul 14, 2009 9:39 am
Forum: Gameplay Mods
Topic: GVHv2 - Beta 7 Released!
Replies: 2553
Views: 109128

Re: GVHv2 - Beta 3 released

Okay, I have this request that has been asked several times before. It may be pointless, it may be just me... but Im just so bothered that when Jitterskull moves, his mouth starts to BOB. So here I am, asking if you could consider changing the jitterskull mouth Ready sprites to jitter just like he ...
by CaptainBighead
Sat Jul 11, 2009 6:46 am
Forum: Abandoned/Dead Projects
Topic: ZDoom Wars (Thread now inactive. Check the Blog and Forum)
Replies: 448
Views: 39460

Re: ZDoom Wars (Public Beta 1.5)

You need to go install Skulltag 97E Alpha here Anyways... I have huge complaints for the strife faction. Their hitscans need to be majorly nerfed or something. One templar can easily destroy you with that major damaging hitscan attack. Ive heard several complaints of this... Secondly I believe the ...
by CaptainBighead
Fri Jul 10, 2009 9:56 am
Forum: Abandoned/Dead Projects
Topic: ZDoom Wars (Thread now inactive. Check the Blog and Forum)
Replies: 448
Views: 39460

Re: ZDoom Wars (Public Beta 1.5)

I have huge complaints for the strife faction. Their hitscans need to be majorly nerfed or something. One templar can easily destroy you with that major damaging hitscan attack. Ive heard several complaints of this... Secondly I believe the reavers were pretty much mini-templars, also being ...
by CaptainBighead
Sun Jun 28, 2009 1:51 am
Forum: Abandoned/Dead Projects
Topic: ZDoom Wars (Thread now inactive. Check the Blog and Forum)
Replies: 448
Views: 39460

Re: ZDoom Wars (Public Release now available!)

I demand that Deja Vu have my secret switches! That is all
by CaptainBighead
Fri Jun 26, 2009 10:50 am
Forum: Gameplay Mods
Topic: GVHv2 - Beta 7 Released!
Replies: 2553
Views: 109128

Re: GVHv2 - Beta 3 released

Alright, thankee very much.
Cutmanmike wrote:Really? What browser you using?
Internet Explorer.
by CaptainBighead
Thu Jun 25, 2009 2:45 pm
Forum: Gameplay Mods
Topic: GVHv2 - Beta 7 Released!
Replies: 2553
Views: 109128

Re: GVHv2 - Beta 3 released

Heck, for some reason my pc freezes everytime it goes to cutstuff. Can anyone post a mirror?
X-CrAzYkInG-X wrote:humans: a survivor
S.W.A.T
e.t.c

for ghouls: zombies the run REALLY fast
grim reaper
an evil soul
This ain't no friggin Outbreak.
by CaptainBighead
Sat Jun 20, 2009 8:35 pm
Forum: Gameplay Mods
Topic: GVHv2 - Beta 7 Released!
Replies: 2553
Views: 109128

Re: GVHv2 - Hunter magic upgrade?

Carthief wrote:Come to think of it, how the hell would a female Jitterskull sound?
Probably an irritating high pitch sound that would annoy the crap out of everyone because some idiots would spam the crap out of it
by CaptainBighead
Wed Jun 17, 2009 7:14 pm
Forum: Gameplay Mods
Topic: GVHv2 - Beta 7 Released!
Replies: 2553
Views: 109128

Re: GVHv2 - Beta 2 up

I so generously remade this map for Cutty, but he doesn't seem to like my map! :roll:

http://www.sendspace.com/file/em8v2v

Tell me what you think, because he sure isn't encouraging.
by CaptainBighead
Wed Jun 17, 2009 12:12 pm
Forum: Gameplay Mods
Topic: GVHv2 - Beta 7 Released!
Replies: 2553
Views: 109128

Re: GVHv2 - Beta 2 up

The first and third shot are new areas expanding in opposite sides of the map. The third is just showing off that pillar in the middle, and you can see an expansion there.
Spoiler: More screenies!
As of now the map is finished and with Cutman
by CaptainBighead
Tue Jun 16, 2009 8:31 pm
Forum: Gameplay Mods
Topic: GVHv2 - Beta 7 Released!
Replies: 2553
Views: 109128

Re: GVHv2 - Beta 2 up

The map is coming along nicely... :D
Spoiler: Screenies

Go to advanced search