Custom heal types/raise states

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Jimmy
 
 
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Custom heal types/raise states

Post by Jimmy »

If we have custom damage types, shouldn't there be custom heal types as well? The example below is how I imagine it'd work...

Code: Select all

actor NewVile : ArchVile 12560
{
  HealType "Zombie"
}

Code: Select all

actor NewDemon : Demon 12561
{
  States
  {
  Raise:
    SARG NMLKJI 5
    Goto See
  Raise.Zombie:
    SRGX DCBA 7 //this zombifies the demon and spawns a new one
    SRGX D 0 A_SpawnItemEx("ZombieDemon",0,0,0,0,0,0,0,32)
    Stop
  }
}
EDIT 07.30.08: Post revised, the addition Heal state is not required.
Last edited by Jimmy on Wed Jul 30, 2008 2:16 pm, edited 3 times in total.
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Post by Gez »

Interesting idea. This could allow to port the correct behavior for the Mother of Demons from Doom 64, as the demons she raised from corpses were more powerful than they were before dying.
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Siggi
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Post by Siggi »

Unless I'm mistaken, someone suggested an extension to heal which would allow you to choose which state a monster heals with (other than the normal resurrect state).

Perhaps this is a similar (or the same) suggestion.
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Post by Jimmy »

This is similar, but I'm suggesting a way to assign a monster's Raise state to a specific raiser's Heal state, if that makes sense.
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Graf Zahl
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Post by Graf Zahl »

The original suggestion sounds interesting but the specialized Heal state is not really necessary, only the specialized Raise state.
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Post by Gez »

jimmy91 wrote:This is similar, but I'm suggesting a way to assign a monster's Raise state to a specific raiser's Heal state, if that makes sense.
jimmy91 wrote:This is similar, but I'm suggesting a way to assign a monster's Raise state to a specific raiser's Heal state, if that makes sense.
You mean, so that a raiser could have several different healings? Potentially something like that?

Code: Select all

Heal:
	NECR X 0 A_Jump(128, 2, 3, 4)
	NECR X 5
	Goto see
	NECR X 0
	Goto Heal.Zombie
	NECR X 0
	Goto Heal.Ghost
	NECR X 0
	Goto Heal.Spectre
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Graf Zahl
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Post by Graf Zahl »

That doesn't make any sense at all. The engine wouldn't even be able to determine which sequence it is in.
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Post by Jimmy »

Graf Zahl wrote:The original suggestion sounds interesting but the specialized Heal state is not really necessary, only the specialized Raise state.
Actually, yes, if I could come up with a better way to implement this, I would.
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Re: Custom heal states

Post by Jimmy »

Bump. I thought this feature suggestion had already been pitched. :wink:

So, any news on how hard it would be to get this in? It's essentially DamageTypes for Heal and Raise states instead of projectiles and Pain and Death states.
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Re: Custom heal types/raise states

Post by CO2 »

Why not the raise states being based off of what damage dealt the final blow. For instance, why not have Raise.Disintegrate be for when they are revived. IMO this is MUCH more flexible and for a simple reason: You could provide a raise state label in A_VileChase (defaulting to "Raise" if not defined), much like how A_Chase has parameters for what states to use for melee and ranged attacks, and then, for example, if said monster died of ice, you could provide a Foo.Freeze state in the raised monster, where Foo would be the parameter for 'state' in A_VileChase. If Foo.Freeze was not provided, it would just use Foo. If Foo is not provided, said monster cannot be revived by said 'raise' type. This could be used to create things such as vile bossfights, where there would be viles and a big bad vile boss that can revive normal viles, but the normal viles cannot revive eachother.

Augh that statement took some time to write and polish <_<
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Re: Custom heal types/raise states

Post by HotWax »

So basically that would allow for different vile types that can only raise certain enemies, while at the same time allowing for different raised states based on how the enemy died (so that an enemy that was burned to ashes will have an animation showing them being reconstructed from the ashes, for example)? That sounds like a very cool idea.
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Re: Custom heal types/raise states

Post by CO2 »

Yes, since I tend to run into the problem of monsters or marines burning on fire, and when a vile revives them, they transform from a normal corpse
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Re: Custom heal types/raise states

Post by Zippy »

More generally seen in Doom 2 when an Archvile comes along and puts the pieces of a gibbed zombie or imp back together.
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Captain Ventris
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Re: Custom heal types/raise states

Post by Captain Ventris »

This is a brilliant idea. In fact, I was thinking of uses for something like this the other day, though I didn't know it had been pitched as a suggestion. This would open a multitude of possibilities, and would make an excellent addition!
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Re: Custom heal types/raise states

Post by Ghastly »

Would raise states based on what monster raised it be possible, too? The Gremlins from the Quake 1 expansion pack come to mind (where they eat a corpse and spawn another monster).
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