.+:icytux:+. wrote:i dont see imps doing what!?!?!?
.+:icytux:+. wrote:it might make him fall of some ledges and so on
.+:icytux:+. wrote:i dont see imps doing what!?!?!?
.+:icytux:+. wrote:it might make him fall of some ledges and so on
They don't want to get shot by Doomguy..+:icytux:+. wrote:why would imps walk while attacking? xD
Unfortunately, the only greens in the Doom palette (#112 - #127) are used by the DoomPlayer class in Player.ColorRange, so there aren't any non-translatable greens for skins. As for default color translation for skins, in the SkinInfo lump, you can define the default color, like: color = "00 ff 00" (Red Green Blue). The examples in Skulltag.wad are very good .Vegeta(dw) wrote:BTW, do you know if it's possible to add green colors to a skin and make it not to change with team games. There are some greens that are not on the list used by the player, should these work for this? Also do you know how to set default colors for a skin, like some of ST official skins that have their own default values? I want to make a Piccolo skin and it looks ugly if the green of its skin changes on teams.
The functionality for A_Chase doesn't change, whether it's used in the See state or the Missile state, or with a 0-delay or not. If Imps won't walk off a ledge, Sabaoth won't drive off a ledge ..+:icytux:+. wrote:why would imps walk while attacking? xD
Yeah, but it would require some sort of ACS scripting, possibly setgoal to a mapspot behind cover or something , you couldn't make the monsters do it on their own, they're not intelligentUm... is it possible to make enemies in Doom take cover, behind raised sectors?
Nope. The only way that was possible in Doom 3 was that certain monsters were scripted to run behind that cover. In Quake 4, however, certain monsters and other marines take cover quite intelligently (from what I've seen from a few Youtube videos).Blade3327 wrote:@Ghastly: Um... is it possible to make enemies in Doom take cover, behind raised sectors?
Yeah, though the Machinegun and Shield ZSecs use the same helmet.Vegeta(dw) wrote:The reason not to use it on the other Z-secs is that Z-secs have different heads in DOOM 3.
ofcourse it is. just make the monsters activate a script when they die that spawns a new monster, and add to a counter, when the counter is full, seal the hole. and make a decorate actor that is only vulnerable to a fraggrenade , put it in the hole. if it dies, seal the hole and terminate the monster spawning scripts.Blade3327 wrote:In GOW, the enemies would come out of holes in the ground and everytime one died, another would emerge. After enough were killed, the hole sealed itself automatically.
However, you could seal the hole (sooner) yourself by throwing a frag grenade into it, regradless of how many enemies have spawned, there.
Is this possible to do in ZDoom? I'm guessing no, but I'm not totally sure...
A hue change on Vader's would be just fine. To make it more accurate, you could also shrink the horns; but they are fine there. These don't have to be perfect, but that does look a lot like the Doom 3 version.Blade3327 wrote:@PrznDoom: I'd be happy to work on the Pinky head! So, just the head, right? You don't want me to do the rest of the body? Do you want me to make the new head on EVERY sideways walking sprite (example picture below), as well?
@CaptainToenail: Great Cacodemon, but the 45-degree angle shot does look a bit goofy. His lower jaw is sticking out way too much, like it's swollen. Just add the spines and keep up the good work!