I think my Ultr4 Sup3r M3gaw4d's story will start out like this:
"You're a disgruntled postal worker who knocks his head on a mailbox one day and falls unconscious. The next think you know, you're tumbling through a long vertical tunnel, talking to a door knob, and chasing after your pet rabbit.
.. Just kidding. You're really a space marine who's entire squad is inexplicably killed off after leaving you to "secure the perimiter" with only a pistol and 50 rounds as some kind of cruel practical joke."
... damn. Now I have to patent this before somebody steals my idea.
Another wad on the list...
*Ahem*
You can't patent the part about the squad getting inexplicably killed, 'cause me, and countless other Doom designers have already done it.
The only things you can actually patent in that storyline are the "secure the perimeter" part and the "pistol with 50 rounds as some kind of cruel practical joke" part.
You can't patent the part about the squad getting inexplicably killed, 'cause me, and countless other Doom designers have already done it.
The only things you can actually patent in that storyline are the "secure the perimeter" part and the "pistol with 50 rounds as some kind of cruel practical joke" part.
- Lexus Alyus
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Of course, you do realise that a thing called sarcasm exists? Just wondering...
Oh, by-the-way, I kinda liked ix's story... not bad
. How are you gonna have the intermission screens done? Is it gona be voa hudmessages, text instead of the level name (like hell2Pay and Perditions gate)? Just cureouse to know is all...

Oh, by-the-way, I kinda liked ix's story... not bad


- Ixnatifual
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At the moment, it's like this:
You exit the level, and the music goes bleebleebleebleebleebleeeeee, bleebleebleebleebleebleeeee etc., and red text appears on the screen.
I'll probably keep it like that. That way you can also skip it if you've already read it once. Plus I don't have to make a script =)
You exit the level, and the music goes bleebleebleebleebleebleeeeee, bleebleebleebleebleebleeeee etc., and red text appears on the screen.
I'll probably keep it like that. That way you can also skip it if you've already read it once. Plus I don't have to make a script =)
Unfortunately, no there isn't. It'd make a good feature, though...giest118 basically wrote:Is there a way to change a monster's projectile type, projectile damage, and movement speed via scripting?
EDIT
Oh yeah, I forgot, you can change the damage as well using SetActorProperty.
Last edited by Kate on Tue Feb 03, 2004 12:07 am, edited 1 time in total.