[Resources] Cutman's crap - Latest crap: Golem Rider

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Cutmanmike
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Re: [Resources] Cutman's crap - Latest crap: Golem Rider

Post by Cutmanmike »

Because the golem has to spawn an enemy to "check" if the player is getting ran over.
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Matt
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Re: [Resources] Cutman's crap - Latest crap: Golem Rider

Post by Matt »

But couldn't a combination of A_JumpIfTargetInLOS and A_JumpIfCloser do that too? It would let the golem attack a target directly without risking weird flukes like the dummy actor targeting something that wasn't the enemy that was in the way.
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Juan "JacKThERiPPeR
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Re: [Resources] Cutman's crap - Latest crap: Golem Rider

Post by Juan "JacKThERiPPeR »

I would tell you. I've used your Golem Rider on JtRSpeed. It's great. But, for what monster class it would be? I've put it in the Baron one.
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Cutmanmike
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Re: [Resources] Cutman's crap - Latest crap: Golem Rider

Post by Cutmanmike »

Baron or hell knight i'd say. Btw that version is supposed to be a boss sort of monster. Here's the code I'm using for a general monster sort of thing:

Code: Select all

// If used, give credit to CutmanMike and Bouncy!
actor GolemRiderSpot : CustomMonsterInvasionSpot 12343
{
DropItem GolemRider
}

actor GolemRider
{
    Health 500
    Radius 20
    Height 80
    Speed 6
    Scale 0.5
    MONSTER 
    +FLOORCLIP
	+MISSILEEVENMORE
	+NOBLOOD
	+BOSS
	+THRUGHOST
	+MISSILEMORE
	mass 99999999
    Obituary "%o was crushed by golem rider."
    MeleeDamage 13
	maxstepheight 64
	+DROPOFF
    States
    {
Spawn:
BOTA A 5 A_Look
Loop
See:
BOTA B 0 A_TakeInventory("Clip",50)
BOTA BBCCDDEEFF 2 A_Chase
Loop
Missile:
BOTA A 0 A_PlaySound("bullchase")
BOTA B 2 A_Recoil(-8)
BOTA A 0 A_SpawnItemEx("minismokeeffectrider", 0, 0, 0, 0, 0, 0, 0, 128, 0)
BOTA A 0 A_FaceTarget
BOTA A 0 A_JumpIfCloser(200, "Charge")
BOTA C 2 A_Recoil(-4)
BOTA A 0 A_FaceTarget
BOTA A 0 A_JumpIfCloser(200, "Charge")
BOTA D 2 A_Recoil(-4)
BOTA A 0 A_SpawnItemEx("minismokeeffectrider", 0, 0, 0, 0, 0, 0, 0, 128, 0)
BOTA A 0 A_FaceTarget
BOTA A 0 A_JumpIfCloser(200, "Charge")
BOTA E 2 A_Recoil(-4)
BOTA A 0 A_FaceTarget
BOTA A 0 A_JumpIfCloser(200, "Charge")
BOTA F 2 A_Recoil(-4)
BOTA A 0 A_SpawnItemEx("minismokeeffectrider", 0, 0, 0, 0, 0, 0, 0, 128, 0)
BOTA A 0 A_FaceTarget
BOTA A 0 A_JumpIfCloser(200, "Charge")
BOTA G 2 A_Recoil(-4)
BOTA A 0 A_FaceTarget
BOTA A 0 A_JumpIfCloser(200, "Charge")
BOTA H 2 A_Recoil(-4)
BOTA A 0 A_SpawnItemEx("minismokeeffectrider", 0, 0, 0, 0, 0, 0, 0, 128, 0)
BOTA A 0 A_FaceTarget
BOTA A 0 A_JumpIfCloser(80, "Charge")
//BOTA B 0 A_JumpIfCloser(200, "Missile")
BOTA B 0 A_GiveInventory("Clip",1)
BOTA B 0 A_JumpIfInventory("Clip",10,"See")
Goto Missile
Charge:
BOTA A 0 A_PlaySound("bullchase")
BOTA B 2 A_Recoil(-4)
BOTA A 0 A_FaceTarget
BOTA A 0 A_SpawnItemEx("minismokeeffectrider", 0, 0, 0, 0, 0, 0, 0, 128, 0)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA C 2 A_Recoil(-4)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA D 2 A_Recoil(-4)
BOTA A 0 A_SpawnItemEx("minismokeeffectrider", 0, 0, 0, 0, 0, 0, 0, 128, 0)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA E 2 A_Recoil(-4)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA F 2 A_Recoil(-4)
BOTA A 0 A_SpawnItemEx("minismokeeffectrider", 0, 0, 0, 0, 0, 0, 0, 128, 0)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA G 2 A_Recoil(-4)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA H 2 A_Recoil(-4)
BOTA A 0 A_SpawnItemEx("minismokeeffectrider", 0, 0, 0, 0, 0, 0, 0, 128, 0)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA B 2 A_Recoil(-4)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA C 2 A_Recoil(-4)
BOTA A 0 A_SpawnItemEx("minismokeeffectrider", 0, 0, 0, 0, 0, 0, 0, 128, 0)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA D 2 A_Recoil(-4)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA E 2 A_Recoil(-4)
BOTA A 0 A_SpawnItemEx("minismokeeffectrider", 0, 0, 0, 0, 0, 0, 0, 128, 0)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA F 2 A_Recoil(-4)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA A 2 A_Recoil(-4)
BOTA A 0 A_SpawnItemEx("minismokeeffectrider", 0, 0, 0, 0, 0, 0, 0, 128, 0)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA G 2 A_Recoil(-4)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA H 2 A_Recoil(-4)
BOTA A 0 A_SpawnItemEx("minismokeeffectrider", 0, 0, 0, 0, 0, 0, 0, 128, 0)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA B 2 A_Recoil(-4)
BOTA A 0 A_SpawnItem("Hornattack", 30, 5)
BOTA A 5 A_Stop
Goto See
Death:
BOTA A 2 A_Fall
BOTA S 5 A_PlaySound("riderdie")
BOTA T 10
BOTA U 30
BOTA W 9 A_PlaySound("ridersmash")
BOTA XY 9
BOTA Z 200
Goto Fading
Fading:
BOTA Z 2 A_FadeOut(0.1)
Loop
    }
}

actor Hornattack
{
- SOLID
+LOOKALLAROUND
speed 0
radius 80
Height 40
Damagetype "Rock"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(20, 60, 0)
TNT1 AAA 1 A_LookEx(2, 0, 64, 0, 0, "See")
Stop
See:
TNT1 A 0 A_Explode(20, 60, 0)
TNT1 AAA 1 A_Chase
Stop
Melee:
TNT1 A 1 A_GiveToTarget("Hornattackinventory",0)
Stop
}
}

actor Hornattackinventory : CustomInventory
{
//  inventory.pickupmessage ""
//  inventory.pickupsound ""
  - COUNTITEM
  states
  {
  Spawn:
    TNT1 A -1
    stop
  Pickup:
    TNT1 A 0 ThrustThingZ(0,random(30,45),0,1)
    stop
  }
}

actor Smokeeffect
{
renderstyle translucent
speed 18
+DONTSPLASH
alpha 0.8
radius 4
height 4
+DOOMBOUNCE
damage 0
+RIPPER
+NOBLOOD
+THRUGHOST
States
{
Spawn:
SMOK ABCDEFGHIJKLMNOPQ 2
Stop
}
}

actor Minismokeeffect : Smokeeffect
{
speed 24
Scale 0.5
alpha 0.5
}

actor Minismokeeffect2 : Minismokeeffect
{
Scale 0.9
speed 20
}

actor Minismokeeffect3 : Minismokeeffect
{
Scale 0.4
speed 6
}

actor Minismokeeffectrider : Minismokeeffect
{
States
{
Spawn:
TNT1 A 1
SMOK ABCDEFGHIJKLMNOPQ 2
Stop
}
}

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Cutmanmike
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Re: [Resources] Cutman's crap - Latest crap: Curses in zdoom

Post by Cutmanmike »

BUMP

http://www.sendspace.com/file/fpm6mo

Meet the cursed mummy. Let him wander around and you'll get cursed diablo 2 style. During the mummy's curse all damage done to you will increase by 50%. Ouch! On the other hand, let him get angry at another monster such as I dunno, a cyberdemon, and you can easily wipe them both out.

Summon "cursedmummy" to try him out, or make him a friend to really slaughter the masses.

There's only two types of curses possible really with the limited powerup system. To test the other curse I did just type "give weaken". This halves your weapons damage (I dunno if this works with other monsters, didn't get chance to try it).
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.+:icytux:+.
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Re: [Resources] Cutman's crap - Latest crap: Golem Rider

Post by .+:icytux:+. »

yay, gotta try this one out... later...
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Imp Hunter
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Re: [Resources] Cutman's crap - Latest crap: Golem Rider

Post by Imp Hunter »

The Curse Attack is interessant =O

I liked =D
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