[Concept map] Halo shielding system (COMPLETED)

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Do you want the source?

Yes
17
94%
No
1
6%
 
Total votes : 18

Postby Apothem » Mon Jul 11, 2005 2:51 pm

killingblair wrote:If there was a way to make that yellow screen tint, or even better - green, for pain with sheild, that would be cool.


Why green?
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Postby DoomRater » Mon Jul 11, 2005 5:49 pm

Also, build an armor type that has Armor.SavePercent 100 in it. While your shield is working this should be equipped to the player so that you don't get that corpse problem.
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Postby Apothem » Tue Jul 12, 2005 10:43 pm

Uhmm it's supposed to be like that, because in both games, if you take a rocket you're dead. If you take a full on ssg shot, you're dead. I'm not gonna fix it because i also want this to work for skulltag (which doesnt have decorate support yet)
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Postby DoomRater » Wed Jul 13, 2005 10:31 am

Oh.

I like the avatar BTW.
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Postby Apothem » Mon Jul 18, 2005 2:55 am

DoomRater wrote:Oh.

I like the avatar BTW.


Heh, Thanks.....

BTW, I've updated the shielding script to fix the whole corpse with a 100 health, so at least it looks right. Heh, no one likes a corpse with more health than 0.
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Postby Chaotic Visions » Mon Jul 18, 2005 7:56 am

I like it! A few suggestions, though I suppose this would be based on individual opinion, is to make the shield recharge a little bit faster. Well, that is, if you're going for a true Halo-esque style shield. Also, it'd probably be better to keep the actual health low anyway, meaning that when the shield was down, you were in serious risk of dying. Of course, this wad is only a sampler. Would it be possible to somehow implement a graphical representation of the shield?
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Postby Ryan Cordell » Mon Jul 18, 2005 8:21 am

Chaotic Visions wrote:Would it be possible to somehow implement a graphical representation of the shield?


Graphical Representation.. You mean like a pickup, or like a graphic-bar that shows how much percent of the shield you have?
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Postby Apothem » Mon Jul 18, 2005 1:08 pm

Chaotic Visions wrote:I like it! A few suggestions, though I suppose this would be based on individual opinion, is to make the shield recharge a little bit faster. Well, that is, if you're going for a true Halo-esque style shield. Also, it'd probably be better to keep the actual health low anyway, meaning that when the shield was down, you were in serious risk of dying. Of course, this wad is only a sampler. Would it be possible to somehow implement a graphical representation of the shield?


You're thinking Halo 2 buddy... Halo 1 is the representation of this wad. Halo 1's gameplay and damage calc matches doom's in most respects with the way i have this system set up. Also, if i try to speed it up anymore it kinda gets to be too fast.... I dunno what i'm gonna do about that but eh, whatever. As for the hud, I would appreciate a contribution of sorts i could use for this, if anyone is up for the challenge.
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Postby Chaotic Visions » Tue Jul 19, 2005 6:19 pm

Yes, Halo 2. But, the marine can take quite a few more hits than the chief can after the shield is down, even in Halo. In fact, it's not really all that much more than Halo 2, you just have no actual life bar. Your life refills (the tiny amount of hits you can take before death) with the shield. It's better that way, because you don't have to bother with health packs. But, again, that is my opinion. This is your wad, afterall. And again, I think it's awesome. Anyway, yeah, the graphical representation ... I once saw a wad that had a Cyberdemon with a health bar that showed his life go down as you attacked him. Could they not make something similar for a shield status bar?
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Postby solarsnowfall » Wed Jul 20, 2005 12:53 am

Great work Apothem. :)

Two questions. What of this truck you need sprites for? Now I haven't played in a while, but couldn't you see the shield itself regenerating? I seem to remember a flickering of some sort.

Edit: And a regeneration sound....
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Postby Apothem » Wed Jul 20, 2005 5:39 am

solarsnowfall wrote:Great work Apothem. :)

Two questions. What of this truck you need sprites for? Now I haven't played in a while, but couldn't you see the shield itself regenerating? I seem to remember a flickering of some sort.

Edit: And a regeneration sound....


Actually dont worry about the car sprites anymore, because i managed to get some from a wad i managed to procure a while ago... anyway, If someone could suggest a regen sound or post one here, that'd be cool. As for the shield regen GFX.... That's not all that really possible, but i'll look into possible self representations, Because i know what you're talking about but that was something everyone in the game could see and there really isnt much i can work with on that topic, but i will look into it tho.

Chaotic Visions wrote: Anyway, yeah, the graphical representation ... I once saw a wad that had a Cyberdemon with a health bar that showed his life go down as you attacked him. Could they not make something similar for a shield status bar?


I saw that wad as well, and i believe that was created by Enjay as a scripting example for other people, and it had individual GFX for each state of the healthbar, so in essence, the healthbar was a static one and it's status was already previously gauged by certain health amount. What I'm trying to design is something that is dynamic, and will change with the changing health of the user. Since the shield can go over 100, it may or may not take some serious extra modification, but if it does, so what it'll still look cool :wink: . But first i need to get a set of graphics to experiment with and work with first before i can even show you guys that.
So please post here anything you can dig up, or heck, email or IM me over AIM about it.
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Postby solarsnowfall » Thu Jul 21, 2005 12:47 am

When I think of a regen effect, what comes to mind is like the ArchVile attack, how the flames appear over the sprite being blown up. I'm thinking of fairly simple looking translucent blue (like plasma shot colors) lines that appear at the bottom of the sprite and quickly rise to the top before disappearing. That way everybody would see it, and you get a visual for the player experiencing the regen.

Not sure how much of a pain in the ass it might be, or weather it would look good or not.

And maybe a light beeping noise, when the shield is down. I'll see if I can rustle up some decent sounds...
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Postby ant1991331 » Thu Jul 21, 2005 3:43 am

@solarsnowfall
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that is a very good idea.....but how?
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Postby solarsnowfall » Thu Jul 21, 2005 1:48 pm

I'm sure Apothem is better than I at coding, I don't even know what he's editing (be it Decorate or whatever) but I can definately come up with some concept gfxs. There's probably a way to use one of the ArchVile (VileStart, or VileTarget) commands to get the graphics displayed over the player (like the flames do in Doom2). Just set it at the start or end of the regen, and maybe when the shield hits 0 (when the shield runs out).

Edit: If you think you could que an actor from decorate to be displayed during the regen, and maybe when the shield is at 0, I'm pretty sure I could write the script for you (using something like VileTarget) wich should display graphics on the player that would be visable from the player's perspective, and everybody elses. Where (if you don't mind me asking) is your coding stored in the wad file? Just AIM me or PM me if you want.
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Postby Apothem » Wed Jul 27, 2005 1:36 pm

solarsnowfall wrote:I don't even know what he's editing (be it Decorate or whatever)


It's all ACS scripting.

And I just ripped all the Halo Shielding SFX and I'm gonna work on implementing them now.
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