Enjay, your NJMA01.wad...

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Nash
 
 
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Enjay, your NJMA01.wad...

Post by Nash »

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
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Xaser
 
 
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Post by Xaser »

I completely Agree! :D

About the Super Shotgun soldiers, he probably just made them use 2 Shotgun code pointers. Simple, eh?
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Nash
 
 
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Post by Nash »

But the regular shotgun shots only spread horizontally...

The super shotgun shots spread horizontally and vertically, and spreads in a wider angle than the regular shotgun...
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Post by Cyb »

they're ssg scripted marines with a new skin
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Nash
 
 
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Post by Nash »

That would work. I sifted through the DeHacked lump and I somehow I thought they were heavily modified Hell Knights.

But scripted marines don't leave behind any decals...
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Post by Cyb »

they should, I don't see why they wouldn't

edit: hrm I just checked and indeed they don't, do they in njma though?
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Post by Nanami »

Randy said something about scripted marines not having decals because they use totally different codepointers. They'll only leave decals if they fire actual projectiles, like rockets.
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Post by Nash »

The super shotgun soldier leaves behind decals in NJMA01.
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Lexus Alyus
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Post by Lexus Alyus »

Yeah, i think Enjay should release more levels, like a mini episode or even a complex hub would satisfy me :-). But I suppose he is quite busy with work and his family and all that, but he certainly is a cool person :-).

:twisted:
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Post by HotWax »

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.
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Post by Enjay »

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.
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Post by David Ferstat »

Enjay wrote: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.
Well, if you don't have time to make something new for us, why not just release Aspects? :)
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Post by Lexus Alyus »

I reckon we should have a poll... (Enjay is really gonna hate me for this...)

:twisted:
Anonymous

Post by Anonymous »

i hope everyone replace shotgun guy to supershotgun gun in every wads so taht the game got more harder and challenging.
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Enjay
 
 
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Post by Enjay »

Lexus Alyus wrote:Enjay is really gonna hate me for this
I hate you. ( j/k )
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