Search found 307 matches

by Hornetzero
Sun Nov 29, 2020 1:51 am
Forum: Gameplay Mods
Topic: [Release 1.7i] Lost Frontier - a Strife mod
Replies: 81
Views: 22761

Re: [Release 1.5] Lost Frontier - a Strife mod

This is a nice mod. Its similar to Hideous Destruction, but more simplified. I have only tried the Doom variant right now, but will try the Strife one as well sometime soon.
by Hornetzero
Thu Nov 26, 2020 2:22 pm
Forum: Scripting
Topic: [Solved] Editing fast projectiles
Replies: 7
Views: 626

Re: Editing fast projectiles

You could also try spawning an actor that will shoot three projectiles really quickly. That way the laser will always go one way, instead of going in multiple directions when moving quickly. Example: Thank you once again Jarewill. That is yet another very simple, efficient script that I will use ...
by Hornetzero
Thu Nov 26, 2020 1:15 pm
Forum: Scripting
Topic: [Solved] Editing fast projectiles
Replies: 7
Views: 626

Re: Editing fast projectiles

try giving the projectile the RIPPER flag but lower the damage to compensate? -EDIT- RIPPER For projectiles that can rip through monsters and players. Ripping projectiles constantly cause their damage amount when ripping through actors, so low damage values are recommended. Bleeding actors also ...
by Hornetzero
Tue Nov 24, 2020 12:54 am
Forum: Scripting
Topic: [Solved] Editing fast projectiles
Replies: 7
Views: 626

Re: Editing fast projectiles

to increase trial length you should be able to just change the number in "LASP A 3 Bright" on the LaserTrail Yup the works great. not sure about the continuous damage thing. maybe fire multiple projectiles a frame apart or something each shot and match it to the trail number? EDIT: No actually this ...
by Hornetzero
Mon Nov 23, 2020 2:59 pm
Forum: Scripting
Topic: [Solved] Editing fast projectiles
Replies: 7
Views: 626

[Solved] Editing fast projectiles

I have two simple questions regarding fast projectiles. This here is suppose to be a long laser projectile that isn't a railgun (I want the laser to be a moving projectile, not an instant line created between two points). ACTOR LancerLaser : FastProjectile { Radius 2 Height 8 Speed 50 Damage 12 ...
by Hornetzero
Wed Nov 18, 2020 7:53 pm
Forum: Requests
Topic: Corvus Legs
Replies: 3
Views: 808

Re: Corvus Legs

Loads fine for me. Here is a direct sheet link:

Image
by Hornetzero
Mon Nov 09, 2020 1:55 pm
Forum: Scripting
Topic: Sophisticated Player Dash
Replies: 6
Views: 1698

Re: Sophisticated Player Dash

It didn't resolve it, but its fine. I'm still quite happy with the results and I thank you very much for this.
by Hornetzero
Mon Nov 09, 2020 1:33 pm
Forum: Requests
Topic: Corvus Legs
Replies: 3
Views: 808

Re: Corvus Legs

At one point I was actually making this a thing, but eventually lost interest. Here is what I had done so far. It was basically an attempt to make a sprite conversion of Heretic 2's version of Corvus.


https://postimg.cc/4nX4VfD8
by Hornetzero
Mon Nov 09, 2020 1:28 pm
Forum: Mapping
Topic: Preliminary training Room
Replies: 3
Views: 783

Re: Preliminary training Room

Alright, I see. Thanks again Jarewill.
by Hornetzero
Mon Nov 09, 2020 1:05 pm
Forum: Scripting
Topic: Sophisticated Player Dash
Replies: 6
Views: 1698

Re: Sophisticated Player Dash

Sure thing, here is the file.
by Hornetzero
Mon Nov 09, 2020 1:01 pm
Forum: Mapping
Topic: Preliminary training Room
Replies: 3
Views: 783

Preliminary training Room

Hey everyone, I'm wondering how one can mod a custom pre-map for testing weapons and getting accustomed to controls before the game begins with the first map in single player. Basically a large empty room with text on the hud screen instructing the player to test everything before exiting and ...
by Hornetzero
Mon Nov 09, 2020 12:53 pm
Forum: Scripting
Topic: Sophisticated Player Dash
Replies: 6
Views: 1698

Re: Sophisticated Player Dash

Thanks. It works great. The only things off are that the dash maneuver is occasionally blocked by enemies for some unknown reason, and that the velocity reduces when its done while crouching (velocity while jumping, standing and walking is fine and consistent).
by Hornetzero
Mon Nov 09, 2020 12:39 am
Forum: Scripting
Topic: Sophisticated Player Dash
Replies: 6
Views: 1698

Sophisticated Player Dash

Hey everyone, I was looking for an easy and efficient way to implement a custom move for the player in which he dashes a certain distance forward via a custom action key defined as a CVAR. I'm still new to Zscript and haven't gotten to use it much, but If an example could be provided, it would ...
by Hornetzero
Sun Jun 03, 2018 2:22 pm
Forum: Resources
Topic: [Sprites]NeoWorm Resources - Google drive link pg.1
Replies: 542
Views: 155563

Re: [Sprites]NeoWorm Resources - Polished HeXen stuff pg.24

Nevermind. I thought this was Ettingrinder's resource page.
by Hornetzero
Tue May 29, 2018 9:26 am
Forum: TCs, Full Games, and Other Projects
Topic: [METAL SKIN] MechWarrior inspired mod prototype (Update p.2)
Replies: 49
Views: 8903

Re: [METAL SKIN] MechWarrior inspired mod prototype (Update

AHAHAHAHA Mechazilla dude! :mrgreen: What a great easter egg that would be ^^ (especially the rainbow lasers :P) Awesome. I will get post the sprites for you soon. As for your mod, its really cool, but I was gonna ask, that for immersion purposes would you add the following: 1, A head, legs and arm ...

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