[WIP] KEYMASTER - a tiny gameplay mod

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [WIP] KEYMASTER - a tiny gameplay mod

Postby Neophyte_Ronin » Fri Apr 05, 2019 7:38 am

I should note that I played Project Brutality that time and it occasionally occurs once the target is beaten and the Key is meant to gravitate to your position. Someone said the tic checks can be adjusted to accommodate for Project Brutality from 2 to 4 (though I am unsure if this is a perfect solution).

I played the La Tailor Girl mod through vanilla Doom II and found no trouble.
Neophyte_Ronin
 
Joined: 06 Oct 2017

Re: [WIP] KEYMASTER - a tiny gameplay mod

Postby Someone64 » Fri Apr 05, 2019 2:25 pm

Playing Project Brutality and other BD derivatives with KEYMASTER may be a bad idea BTW. If you do want to do that, all you have to do is add -ISMONSTER to the explosive barrel's flags (in the fireworks decorate file). If you don't, it will assign a barrel as a keymaster which will suck. This is also an issue with mods that have ammo spawners and monster spawners (meaning the spawner will get left behind as an invisible thing and then get marked as an unkillable keymaster) that are flagged as monsters for some stupid reason (and they do exist but I can't remember which ones).

As for the tic change part, that's only to delay keymaster from selecting a keymaster. The reason you'd want to do this is that PB takes a tic or 3 to spawn its monsters so if keymaster selects a keymaster before the monsters are actually properly spawned, things will fuck up.
Someone64
 
Joined: 23 Feb 2016

Re: [WIP] KEYMASTER - a tiny gameplay mod

Postby Neophyte_Ronin » Fri Apr 05, 2019 6:04 pm

I found the the on one of those skulls set upon the stick--those five skulls. I laughed. I didn't die inside or anything. If what you say is true, then the Key can be set to Friendly-Flagged Actors, but I never saw the Key on a Captured Marine or a Barrel, and this is the very latest Project Brutality Beta I found online--the one that gave the M2 Plasma Rifle an Upgrade that shoots hit-scan Lightning shots--and everything is somewhat in the jank territory anyway.

I did play with La Tailor Girl and nothing adverse occurred. When the Keymaster dies in Project Brutality, it might freeze up. It's a good mod, but it needs cleaning up in its code since it was JPL's first ones (and it's a very good concept).
Neophyte_Ronin
 
Joined: 06 Oct 2017

Re: [WIP] KEYMASTER - a tiny gameplay mod

Postby wildweasel » Fri Apr 05, 2019 6:13 pm

If it does not already, the script should be set to only give Keymaster status to a monster that is both +ISMONSTER and +COUNTKILL. That way it will not apply to "non-combatants" - like, for example, ww-terror hostages.
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 16 Jul 2003

Previous

Return to Gameplay Mods

Who is online

Users browsing this forum: rhyrhygogo and 10 guests