Re: IMPatience
Posted: Tue May 10, 2016 2:45 pm
it looks good,but I was wondering if it works with custom maps :v
I wasn't aware of this, I just made the mugshots myself, copying some standard imp heads and adding blood / bruises / eyebrows / evil grinsBFG wrote:there was an old skin on the emproium website that had a really good Imp hud face, is that the one you're using?
Not at this stage, as it requires imps to be replaced with player starts, and all the doors opened, and doomguys added with patrol points. You can convert maps to work with this, but it takes about 10 - 20 minutes per map. I'd love to work out a purely ACS / Decorate way to do this, but at this stage I dont know how that would work.Miguel371xd wrote:it looks good,but I was wondering if it works with custom maps :v
I did look at this one, but there wasn't a full set so I just made my own from the basic imp sprites and photoshop. Oh by the way osj, I ended up using the visored doomguy mugshot in my mars mod, it looks great!osjclatchford wrote: is this that alternative hud face? (second one along)
I think I will change it so the imp can switch back to weapons if he wants, otherwise after 15 or so maps you wont be able to use weapons at all!Redead-ITA wrote:i also have to point out that you have to need the Auto equip weapons to use the weapons as the imp?
and also that The rocket launcher the plasma rifle and the bfg are not affected by the imp so if he grabs it he can hold them as long as he wants?
Which issues in particular? I occasionally get some error messages in console for some of the Doom1 maps, but I haven't actually seen anything amiss..Trusty McLegit wrote:Very fun mod. There are a number of issues with textures though. And doomguy gets stuck fairly often. I'm exited to see more
I did look at these, and dropped them into the mod to test them out, but I guess I just liked my shitty ones better! The death face in particular I just didn't like. I prefer my bruised beard of blood lookGreenDoomguy1999 wrote:This skins-mod contains better imp hud faces
http://www.doomlegends.com/emporium/files/doomskin.zip
Spoiler:
Good spotting, thanks. I fixed an area on map06 that was causing a lot of issues, and I need to drag a few maps so the ceiling/floor textures line up with the geometry.Trusty McLegit wrote:Here are most of the ones I could find: http://imgur.com/a/qvFru
Also note that in this screenshot, if you come down here you can get stuck permanently unless you noclip outSpoiler:
Spoiler:Change the map number to the IMPatience map number you're going to be making (check the google document above!) Make sure you're using the doom2 wad. The folder isn't important here... stay out of my users/public/ISO folder!
Code: Select all
#include "zcommon.acs"
int a; //ImpScore: 3 doomguy kills to advance
Script 1 OPEN
{
SetActivator(0,AAPTR_PLAYER1);
a=0;
SetActorProperty(//DOOMGUYS TAG,APROP_Health,200);
GiveActorInventory(//DOOMGUYS TAG,"GreenArmor",1);
SetActorProperty(0,APROP_Health,60);
Thing_SetGoal(//DOOMGUYS TAG,//FIRST PATROL POINT TAG,0,1);
Thing_Hate(//DOOMGUYS TAG,//MONSTERS TAG,4);
Thing_Hate(//MONSTERS TAG,//DOOMGUYS TAGE,1);
ACS_Execute(6,0,0,0,0);
delay(100);
Print(s:"5 KILLS TO ADVANCE TO THE NEXT MAP"); // you can increase this if you like
}
Script 3 (void) //activated upon doomguys death
{
SetActivator(0,AAPTR_PLAYER1);
a++;
ACS_Execute(4,0,0,0,0);
delay(random(35,245));
SpawnSpotFacingForced("SSGMarine",//MAP SPOT AT DOOMGUYS POSITION,//DOOMGUYS TAG);
Thing_SetSpecial(//DOOMGUYS TAG,80,3,0,0);
Thing_Hate(//DOOMGUYS TAG,//MONSTERS TAG,4);
Thing_SetGoal(//DOOMGUYS TAG,//FIRST PATROL POINT TAG,0,1);
}
script 4 (void) //death count
{
SetActivator(0,AAPTR_PLAYER1);
if(a == 1)
{
Print(s:"KILLED ONCE");
}
else if(a == 2)
{
Print(s:"KILLED TWICE");
}
else if(a == 3)
{
Print(s:"KILLED THREE TIMES");
}
else if(a == 4)
{
Print(s:"KILLED FOUR TIMES");
}
else
{
Teleport_NewMap(//NUMBER OF NEXT MAP IN SEQUENCE,1,FALSE);
}
}
Script 5 (void) //Teleportation script if needed
{
Teleport(random(//TAG OF FIRST TELEPORT SPOT,//TAG OF LAST TELEPORT SPOT),0,0);
}
script 6 (void) //Allows doomguy to pick up health
{
while(true)
{
delay(400);
If ( GetActorProperty(//DOOMGUYS TAG,APROP_Health) > 100)
{
Print(s:"The marine is looking ok for now...");
}
else if (GetActorProperty(//DOOMGUYS TAG,APROP_Health) < 50)
{
Print(s:"The marine isn't looking too good...");
}
else
{
delay(150);
SetActorProperty(//DOOMGUYS TAG,APROP_Health,100);
Print(s:"The marine is hurt, but he's still finding health...");
}
}
}