Search found 307 matches
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- Wed Nov 18, 2020 7:53 pm
- Forum: Requests
- Topic: Corvus Legs
- Replies: 3
- Views: 808
- 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.
- 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
https://postimg.cc/4nX4VfD8
- 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.
- 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.
- 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 ...
- 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).
- 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 ...
- 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.
- 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 ...