The Monster Resource Wad
Moderator: GZDoom Developers
- wildweasel
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The only thing that would suck though is he wouldn't be able to seek rervenge on another monster, or it would look stupid. So it would have to be set to NOT get back at a monster that accidently hits him.
Oh, and last night I did make my useless imp, an Imp that can't do anything. If you shoot him a soul sphere and a gun flys out
Oh, and last night I did make my useless imp, an Imp that can't do anything. If you shoot him a soul sphere and a gun flys out
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- wildweasel
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- BouncyTEM
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you can also have a monster that has A_CustomBulletattack (0,0,500,0,"BulletPuff") for the attack and have it shoot that constantly for a constantly being blinded effect.wildweasel wrote:The "blinding" was actually discussed a while ago - give a monster the A_MonsterRail codepointer in his attacks several times over, and make sure his attack damage is set to 0. Your screen will flash red for a while, or at least, that's what the intended effect is.
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Tell me what you people think of this ghost imp
ACTOR GhostImp : DoomImp 20610
{
Health 70
Mass 200
MONSTER
MissileType DoomImpBall
Speed 9
PainChance 255
+DROPOFF
+NOCLIP
+NONSHOOTABLE
RENDERSTYLE TRANSLUCENT
ALPHA 0.3
Obituary "%o now believes in ghosts"
States
{
Melee:
Missile:
TROO EF 8 A_FaceTarget
TROO G 28 A_MissileAttack
TROO G 28 A_MissileAttack
Goto See
}
}
ACTOR GhostImp : DoomImp 20610
{
Health 70
Mass 200
MONSTER
MissileType DoomImpBall
Speed 9
PainChance 255
+DROPOFF
+NOCLIP
+NONSHOOTABLE
RENDERSTYLE TRANSLUCENT
ALPHA 0.3
Obituary "%o now believes in ghosts"
States
{
Melee:
Missile:
TROO EF 8 A_FaceTarget
TROO G 28 A_MissileAttack
TROO G 28 A_MissileAttack
Goto See
}
}
Hey, I'm relatively new to Doombuilder. I've made numerous wads with DEU and such, but am a bit rusty around the edges. I would love to be able to include the monsters from the resource wads into some of my own levels, but I've been getting nowhere with what I've tried.
I have monsters.wad in the Doombuilder directory of course.
I tried going to Tools->Configuration and where it says Use %A or %F (still not sure which) I replaced %A with monsters.wad. No idea where the monster sprites are to be selected. Do I need to replace "-iwad %D" with "-iwad Doom2" and so on? So far it looks like this: -iwad %D -file "%A" "humans.wad" +map %L -skill 4 The engine is set to zdoom skill 4.
If possible, I'd like a step-by-step procedure to put the new monsters in a level I created. (Though I'd still run monsters.wad with the other wad file)
I downloaded the cfg files which Zero said would help with DB (on page 39 I think), but I have no idea how to use a .cfg file.
Any help would be greatly appreciated! And fantastic job on those monsters!
(I posted this in the original Monster Resource thread, but that's kind of old, so I 'm posting this here.)
I have monsters.wad in the Doombuilder directory of course.
I tried going to Tools->Configuration and where it says Use %A or %F (still not sure which) I replaced %A with monsters.wad. No idea where the monster sprites are to be selected. Do I need to replace "-iwad %D" with "-iwad Doom2" and so on? So far it looks like this: -iwad %D -file "%A" "humans.wad" +map %L -skill 4 The engine is set to zdoom skill 4.
If possible, I'd like a step-by-step procedure to put the new monsters in a level I created. (Though I'd still run monsters.wad with the other wad file)
I downloaded the cfg files which Zero said would help with DB (on page 39 I think), but I have no idea how to use a .cfg file.
Any help would be greatly appreciated! And fantastic job on those monsters!
(I posted this in the original Monster Resource thread, but that's kind of old, so I 'm posting this here.)
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