Viscra Maelstrom wrote:probably not going to happen, unless effort were made to remaster Wolfen into something less antiquated. kind of like how Super Sonic Doom is full of all kinds of ugly hackery, and gameplay mods of any kind tends to be broken playing it in more ways than one.
gzdoom -file kdizd_12.pk3 xa-psych-b5b.pk3 pp-kdizd.wad
placeboeffect wrote:The shop doesn't work for me, and I have the binds set for it. Tried everything but they're all greyed out with dashes instead of numbers.
Does it only open after a certain level or something? Thanks.
Bouncing will override ripping, if bouncing on actors is enabled. The recent change only added handling for one overlooked case when hitting an actor from above or below.
The solution would be to set the projectile to not bounce off actors.
ACTOR SteelSaw : PsychSteel
{
Speed 40
Damage 3
Bouncefactor 1
-DOOMBOUNCE
+HEXENBOUNCE
+RIPPER
+NOGRAVITY
+SEEKERMISSILE
+CANBOUNCEWATER
YScale 0.7
Reactiontime 24
Obituary "%o was sawed in two by %k."
ACTOR SteelSaw : PsychSteel
{
Speed 40
Damage 3
Bouncefactor 1
-DOOMBOUNCE
+HEXENBOUNCE
-ALLOWBOUNCEONACTORS
-BOUNCEONACTORS
+RIPPER
+NOGRAVITY
+SEEKERMISSILE
+CANBOUNCEWATER
YScale 0.7
Reactiontime 24
Obituary "%o was sawed in two by %k."
ACTOR NiteShot : PlasmaBall
{
Scale 0.3
Alpha 0.75
Damage 8
Speed 20
SeeSound "weapons/nightmarebounce"
DeathSound ""
Reactiontime 10
+ DOOMBOUNCE
Damagetype "Nightmare"
Obituary "%o let %k become %p new nightmare."
ACTOR NiteShot : PlasmaBall
{
Scale 0.3
Alpha 0.75
Damage 8
Speed 20
SeeSound "weapons/nightmarebounce"
DeathSound ""
Reactiontime 10
+ DOOMBOUNCE
-ALLOWBOUNCEONACTORS
-BOUNCEONACTORS
Damagetype "Nightmare"
Obituary "%o let %k become %p new nightmare."
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