Search found 19 matches

by mi123645
Fri Jan 11, 2013 9:49 pm
Forum: Closed Bugs [GZDoom]
Topic: [2.6.1] ScriptedMarine shotgun fire
Replies: 6
Views: 423

Re: [2.6.1] ScriptedMarine shotgun fire

I see that it adds tic points to Special1, but in-game, I seem to see both of them sometimes firing faster than usual. Maybe I just need sleep :P

Moderators can trash this thread.
by mi123645
Fri Jan 11, 2013 9:31 pm
Forum: Closed Bugs [GZDoom]
Topic: [2.6.1] ScriptedMarine shotgun fire
Replies: 6
Views: 423

Re: [2.6.1] ScriptedMarine shotgun fire

I should have posted the states in the beginning to illustrate my point, my bad. Here is the comparison: ScriptedMarine: Missile.Shotgun: PLAY E 3 A_M_CheckAttack PLAY F 7 Bright A_M_FireShotgun Goto See Missile.SSG: PLAY E 3 A_M_CheckAttack PLAY F 7 Bright A_M_FireShotgun2 Goto See ShotgunGuy ...
by mi123645
Fri Jan 11, 2013 8:23 pm
Forum: Closed Bugs [GZDoom]
Topic: [2.6.1] ScriptedMarine shotgun fire
Replies: 6
Views: 423

Re: [2.6.1] ScriptedMarine shotgun fire

The amount of tics was a suggestion. The point is that there should be a delay so that it's like the player's shotgun, or at least the shotgun guy's ROF. And no, it doesn't match up with the Shotgun guy's ROF.
by mi123645
Fri Jan 11, 2013 8:05 pm
Forum: Closed Bugs [GZDoom]
Topic: [2.6.1] ScriptedMarine shotgun fire
Replies: 6
Views: 423

[2.6.1] ScriptedMarine shotgun fire

The Shotgun marine fires a little too fast for using a pump action shotgun. I suggest a delay of 20 tics at the end of the shotgun fire state, as well as a delay of 40 tics for the SSG marine.
by mi123645
Fri Jan 11, 2013 8:00 pm
Forum: Closed Bugs [GZDoom]
Topic: [r3813] Scripted marines issues
Replies: 9
Views: 882

Re: [r3813] Scripted marines issues

In that case, I apologize and take back the bug report about the chaingunner. The shotgun fixes are still needed though so I'll start a new bug thread.
by mi123645
Fri Jan 11, 2013 7:18 pm
Forum: Closed Bugs [GZDoom]
Topic: [r3813] Scripted marines issues
Replies: 9
Views: 882

Re: [r3813] Scripted marines issues

Since we are on this subject, I've found a few other things related to ScriptedMarine: MarineChaingun: In both of the fire sprites, it should be EF, not FF (the sprite looks like its stuck otherwise). Ever seen someone fire a chaingun in Multiplayer? This is normal. I am aware of this, but it looks ...
by mi123645
Fri Jan 11, 2013 4:55 pm
Forum: General
Topic: Regenerative health thoughts
Replies: 62
Views: 5040

Re: Regenerative health thoughts

I usually don't have a problem with regnerating health, except when the health is not displayed. I take health into account when I'm in a situation where time is constricted and there are enemies around me. The amount of health is part of the reason of what path that I take, as well as which enemies ...
by mi123645
Fri Jan 11, 2013 4:46 pm
Forum: Closed Bugs [GZDoom]
Topic: [2.6.1] A_Look acts differently than A_LookEx for Friendlies
Replies: 2
Views: 359

[2.6.1] A_Look acts differently than A_LookEx for Friendlies

This is a trivial bug, but friendlies with A_Look will awaken no matter where the player is if the player does not have the friendly flag, while A_LookEx makes them act like a normal monster (will only awaken if they hear or see the player). Not really a big deal, only for those special occasions ...
by mi123645
Fri Jan 11, 2013 4:30 pm
Forum: Closed Bugs [GZDoom]
Topic: [r3813] Scripted marines issues
Replies: 9
Views: 882

Re: [r3813] Scripted marines issues

Since we are on this subject, I've found a few other things related to ScriptedMarine: MarineChaingun: In both of the fire sprites, it should be EF, not FF (the sprite looks like its stuck otherwise). MarineShotgun: There should be a delay at the end of it's Missile state. Otherwise it doesn't take ...
by mi123645
Mon Dec 31, 2012 9:31 pm
Forum: Gameplay Mods
Topic: [WIP] Marines vs Monsters 1.1
Replies: 11
Views: 3047

Re: [WIP] Marines vs Monsters 1.1

Version 1.1 Released.
by mi123645
Sun Dec 30, 2012 8:46 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A_JumpIfSpeciesinSight
Replies: 17
Views: 1508

Re: A_JumpIfSpeciesinSight

I am using Thing_Hate, but I forgot to specify that I need them to be counted as kills towards the player (which +friendly removes).
by mi123645
Sun Dec 30, 2012 7:37 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A_JumpIfSpeciesinSight
Replies: 17
Views: 1508

Re: A_JumpIfSpeciesinSight

I'm bumping this because I think this is a feature that is definitely needed. Having Marines accidently mow down other Marines then mowing them down again isn't going to work for me. And A_JumpIfTargetLOS/A_JumpIfInTargetLOS isn't working for me. I've noticed that they do avoid shooting each other ...
by mi123645
Sun Dec 30, 2012 7:27 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Only show kills/items/etc gained not total
Replies: 6
Views: 761

Re: Only show kills/items/etc gained not total

I don't really have an image macro of a sledgehammer killing a fly, so the mental image would have to suffice. That's definitely doable, but it's a huge effort to implement mod-side what would work best as a user option. That and it would nullify total item counts completely (i.e. on the ...
by mi123645
Sun Dec 30, 2012 3:43 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Only show kills/items/etc gained not total
Replies: 6
Views: 761

Re: Only show kills/items/etc gained not total

Sorry to bump but, a way to do this would be to set the monster with the -COUNTKILL flag, set their health higher than normal (so if it's normally 100, set it to 200 or higher), set their WoundHealth property to 100 and put in the Wound state to add the +COUNTKILL flag and add DamageThing to a high ...
by mi123645
Thu Dec 20, 2012 4:56 pm
Forum: Gameplay Mods
Topic: [WIP] Marines vs Monsters 1.1
Replies: 11
Views: 3047

Re: [WIP] Monster Perceptions

I has not meant to have ownership over the playable monsters idea. So it's okay. I abandoned mine anyway because my slade is bugged. Glad to see someone work with a new one! :D I liked how you made the strafing speed 0, it feels much like you're a monster rather than a trained, horrific, ugly ...

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