Impings - Lemmings in Doom! (Updated first post)

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Re: Impings - Lemmings in Doom! (kinda)

Postby Cutmanmike » Thu Aug 07, 2008 4:29 pm

I'm using hitscans to spawn a puff that turns the implings around. BUT they hit other imps when they're clumped together and get stuck in a wall. Sure I could remove the shootable flag but I NEED them shootable so I can give them abilities (when I get round to that stage (_)3 )
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Re: Impings - Lemmings in Doom! (kinda)

Postby .+:icytux:+. » Sat Aug 09, 2008 8:09 am

coudln't you shoot a fast projectile with the +RIPPER flag? (iirc that goes thru monsters (damaging them) and dies at walls)
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Re: Impings - Lemmings in Doom! (kinda)

Postby The Unmaker » Sat Aug 09, 2008 8:26 am

.+:icytux:+. wrote:coudln't you shoot a fast projectile with the +RIPPER flag? (iirc that goes thru monsters (damaging them) and dies at walls)


Rippers stop at monsters, then they carry on when the monster is dead.
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Re: Impings - Lemmings in Doom! (kinda)

Postby CaptainToenail » Sat Aug 09, 2008 8:44 am

Rippers stop at monsters, then they carry on when the monster is dead.


What? No they don't, they go straight through them, maybe your thinking of the Bloodscourge
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Re: Impings - Lemmings in Doom! (kinda)

Postby The Unmaker » Sat Aug 09, 2008 9:18 am

CaptainToenail wrote:
Rippers stop at monsters, then they carry on when the monster is dead.


What? No they don't, they go straight through them, maybe your thinking of the Bloodscourge


What's That?

I was thinking of the hexen lightning attack, it stops at a monster and kills it, then carrys on.
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Re: Impings - Lemmings in Doom! (kinda)

Postby Cutmanmike » Sat Aug 09, 2008 11:11 am

.+:icytux:+. wrote:coudln't you shoot a fast projectile with the +RIPPER flag? (iirc that goes thru monsters (damaging them) and dies at walls)


Tried that but they stopped spawning up close to walls or if too many imps were together.
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Re: Impings - Lemmings in Doom! (Updated first post)

Postby Cutmanmike » Mon May 18, 2009 4:49 am

Mega bump, this project is go :) Read the first post for updated details.

Current status: Turning problem is SOLVED using A_JumpIf and momx. Yellow imps will climb anything in front of them. I'm pleased that I managed to pull this off simply using DECORATE. I have another problem now though, I have no way to to make the imps get blocked by SOLID actors, as the imps are missing the SOLID flag. GHOST and THRUGHOST is out of the question because it doesn't work with non-projectiles. Hopefully the feature suggestion will go through but I am still open to alternative ways of solving this problem.

I may post a video of the impings working in action soon, although it's a bit ugly at the minute.
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Re: Impings - Lemmings in Doom! (Updated first post)

Postby Gez » Mon May 18, 2009 5:01 am

Cutmanmike wrote:I have another problem now though, I have no way to to make the imps get blocked by SOLID actors, as the imps are missing the SOLID flag. GHOST and THRUGHOST is out of the question because it doesn't work with non-projectiles. Hopefully the feature suggestion will go through but I am still open to alternative ways of solving this problem.

Actors that continually shoot short-ranged hitscans?
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Re: Impings - Lemmings in Doom! (Updated first post)

Postby Cutmanmike » Mon May 18, 2009 5:41 am

They'd hit the other imps. :P
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Re: Impings - Lemmings in Doom! (Updated first post)

Postby edward850 » Mon May 18, 2009 5:47 am

Make you 'solid' actor create a small explosion with a custom damage type, and get your imp to enter its 'turning around' state if it enters that custom pain state.
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Re: Impings - Lemmings in Doom! (Updated first post)

Postby Cutmanmike » Mon May 18, 2009 5:52 am

edward850 wrote:Make you 'solid' actor create a small explosion with a custom damage type, and get your imp to enter its 'turning around' state if it enters that custom pain state.


I must confess I gave this a try. However, it's a bit unpredictable. It worked for the most part but occasionally imps would enter their pain.turn state twice and end up spazzing inside the "solid" object.
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Re: Impings - Lemmings in Doom! (Updated first post)

Postby Gez » Mon May 18, 2009 6:09 am

Cutmanmike wrote:They'd hit the other imps. :P

That was the point. The blockers would shoot "stop! turn around!" rays. Of course that's kinda the same thing as continual explosions.
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Re: Impings - Lemmings in Doom! (Updated first post)

Postby Cutmanmike » Mon May 18, 2009 6:15 am

Oh I see, I thought you meant the imps to shoot out hitscans. I guess that could work, but there's another problem that I only just remembered: What if an imp falls on a solid object? I would like to have imps able to treat a solid object like it is, a solid object, without bumping into other imps. :?
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Re: Impings - Lemmings in Doom! (Updated first post)

Postby Lord_Z » Mon May 18, 2009 7:11 am

Cutmanmike wrote:I may post a video of the impings working in action soon, although it's a bit ugly at the minute.

Please do. I look forward to trying this thing out :D
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Re: Impings - Lemmings in Doom! (Updated first post)

Postby Captain Ventris » Mon May 18, 2009 7:13 am

Man, this is quite a project, considering all of the hurdles you have to overcome.

You could make this some sort of sick coding-monstrosity community project. I can just imagine you sitting in a board room with Isle, Blzut, Chris, and Bagheadspidey. Baghead is sticking pencils in the roof.
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