Deadman's Holster, you activate it near some enemies and time slows for like 5 seconds, during this time you aim at up to 6 enemies you want to shoot and you will kill them instantly (except boss monsters.)Bobby wrote:Question: What does the "Alternative" BFG spawn do?
High Noon Drifter v1.2 - Between God, the Devil, and a .500
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The Projects forums are only for 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.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Any nice map with WWW/Outlaw vibe and textures?
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
To be precise, it deals damage equal to 50% of the target's current hit points, unless their current HP is 1000 or less, in which case it insta-kills them. Bosses are slightly more resistant to quick-draws; their HP must be 500 or less to be insta-killed.Valherran wrote:Deadman's Holster, you activate it near some enemies and time slows for like 5 seconds, during this time you aim at up to 6 enemies you want to shoot and you will kill them instantly (except boss monsters.)
In the case of vanilla doom monsters, even the toughest non-boss monster (the Hell Baron) only has 1000 HP, and thus can be one hit. With a Cyberdemon, the first quick draw will deal 4000 HP/2 = 2000 damage, the second will deal 2000 remaining HP/2 = 1000 damage, the third will deal 1000 remaining HP/2 = 500 damage, and the fourth, since their remaining HP is now 500, will insta-kill.
Mods such as Colourful Hell or LegenDoom Lite, introduce non-boss monsters with more than 1000HP, and thus make one-hit kills harder to achieve.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Ah, that's how the formula works. Been a while since I played, let alone looked into the details of its workings. heh
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Bug: When I get some items and go to the next level, the items reset to zero.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
By Items you mean all your loadout? Weapons and the like?Bobby wrote:Bug: When I get some items and go to the next level, the items reset to zero.
If thats the Case, you have the "Pistol Starts" CVAR turned on, turn it off.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
just the inventory items, not the weapons.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
That's intentional. It's how items worked in Heretic, so you wouldn't be too overpowered with tons of usable powerups.Bobby wrote:just the inventory items, not the weapons.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
How else do you get the Deadman's Holster if you have the "BFG9000 gives Mask of Basilissa" enabled
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
By changing that CVAR to "Both" or "Alternate" instead of only one of them, theres no otherway as far I know.bricks041059 wrote:How else do you get the Deadman's Holster if you have the "BFG9000 gives Mask of Basilissa" enabled
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
You can also set it as one of the items that you can start a new game with.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Funny issue, when I have the caltrop spawns on, those alternate caltrop pickups do not even count on the counted-item counter even though they have the uncommon replacement of the small armor and health pickups.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Hello! I must say I really like your mod. Fantastic sprite work with very punchy weaponry. One of my favorites, actually!
Now, I'd come with a query:
Do you think you could tell me about ways to make the gunplay feel a teensy bit more vanilla with the gameplay option sliders we're given within the mod? Of course not all guns will feel like their vanilla counterparts, and that is all alright by me. I'd just like to know how you'd think I could make them deal more Vanilla-esque damage, you see!
Anyways, thanks for taking the time. Keep up with the good work!
Now, I'd come with a query:
Do you think you could tell me about ways to make the gunplay feel a teensy bit more vanilla with the gameplay option sliders we're given within the mod? Of course not all guns will feel like their vanilla counterparts, and that is all alright by me. I'd just like to know how you'd think I could make them deal more Vanilla-esque damage, you see!
Anyways, thanks for taking the time. Keep up with the good work!
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
grenades feel a bit too bouncy
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
But travels really faster and instantly explodes on impact from the enemy. I think this is quite of a good trade.