Enjay, your NJMA01.wad...
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Enjay, your NJMA01.wad...
A) It's awesome. Among the few wads that I just keep playing over and over again... (one level just couldn't satisfy me hint hint nudge nudge!) :D
B) I was impressed by the "super shotgun soldiers". How did you make them fire super shotgun shots? As far as I know, a codepointer for monsters to fire Super Shotguns don't exist... I tried putting a "FireShotgun2" to my shotgun guy but it didn't work. :)
C) Did I say one level isn't enough? ;D
B) I was impressed by the "super shotgun soldiers". How did you make them fire super shotgun shots? As far as I know, a codepointer for monsters to fire Super Shotguns don't exist... I tried putting a "FireShotgun2" to my shotgun guy but it didn't work. :)
C) Did I say one level isn't enough? ;D
- Lexus Alyus
- Posts: 4220
- Joined: Tue Jul 15, 2003 5:07 pm
- Location: Nottingham, UK
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Enjay said that there weren't actually any scripted marines in the level, because that would have required extra work to setup each individual enemy manually, whereas modifying a monster with Dehacked means that all instances of that enemy are already setup and ready to go.
The double-shotgun is simply 2 (or more?) shotgun shots fired at the same time. No more, no less.
The double-shotgun is simply 2 (or more?) shotgun shots fired at the same time. No more, no less.
Glad you like the WAD. 
The super shotgun marines are just using 2 simultaneous shotgun code pointers. As for the spread, I did nothing to change it. I have never actually noticed if the enemy shotgun pointer behaves differently (spread wise) to the player one. Whatever, that's what they use.
To get the super shotgun sound (this is from memory) I made a WAV that sounds like all the parts of the SSG fire and reload in one sound then put a code pointer into the attack sequence to play the sound.
It's easy enough to get any actor to leave decals. Even if you make an enemy out of a piece of scenery, you can make it leave decals. You can specify decals in your deh patch, 'though I usually specify them in a decaldef lump. For something like the scripted marines, you'd need to use decaldef because deh does not know about them.
As for more levels... maybe. I have some ideas, but RL is very much getting in the way ATM so there will be nothing soon.
The super shotgun marines are just using 2 simultaneous shotgun code pointers. As for the spread, I did nothing to change it. I have never actually noticed if the enemy shotgun pointer behaves differently (spread wise) to the player one. Whatever, that's what they use.
To get the super shotgun sound (this is from memory) I made a WAV that sounds like all the parts of the SSG fire and reload in one sound then put a code pointer into the attack sequence to play the sound.
It's easy enough to get any actor to leave decals. Even if you make an enemy out of a piece of scenery, you can make it leave decals. You can specify decals in your deh patch, 'though I usually specify them in a decaldef lump. For something like the scripted marines, you'd need to use decaldef because deh does not know about them.
As for more levels... maybe. I have some ideas, but RL is very much getting in the way ATM so there will be nothing soon.
- David Ferstat
- Posts: 1113
- Joined: Wed Jul 16, 2003 8:53 am
- Location: Perth, Western Australia
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- Lexus Alyus
- Posts: 4220
- Joined: Tue Jul 15, 2003 5:07 pm
- Location: Nottingham, UK
- Contact:
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