Monster Resource Wad
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49229
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
I have to admit I found the NightmareCaco rather lame. How about this version (which will give you true nightmares!
) You can add this as an alternative version (as with the various dark imps)
Notice the +GHOST flag. With 2.0.64 you can create weapons that will go right through a monster that is a ghost! If you want to try you can insert a Phoenix Rod from Heretic and try to attack this one with it. 

Code: Select all
//******************************************************************************************
ACTOR RealNightmareCaco 19982
{
Health 700
Speed 8
Radius 31
Height 56
PainChance 96
Mass 400
Meleedamage 7
REACTIONTIME 8
MONSTER
+FLOORCLIP
+NOGRAVITY
+FLOAT
+GHOST
RENDERSTYLE Add
ALPHA 0.5
SeeSound "caco/sight"
PainSound "caco/pain"
DeathSound "caco/death"
ActiveSound "caco/active"
Missiletype CacolanternBall
HitObituary "%o was snuck up on by the Nightmare Cacodemon."
Obituary "%o couldn't dodge the Nightmare Cacodemon's fireball."
States
{
Spawn:
HED3 A 10 A_Look
Loop
See:
HED3 A 1 A_Chase
Loop
Missile:
Melee:
HED3 B 3 A_FaceTarget
HED3 B 3 A_FaceTarget
HED3 C 4 A_ComboAttack
HED3 B 3 A_FaceTarget
HED3 B 3 A_FaceTarget
HED3 C 4 A_ComboAttack
HED3 B 3 A_FaceTarget
HED3 B 3 A_FaceTarget
HED3 C 4 A_ComboAttack
Goto See
Pain:
HED3 E 3
HED3 E 3 A_Pain
Goto See
Death:
HED3 G 8
HED3 H 8 A_Scream
HED3 IJ 8
HED3 K 8 A_NoBlocking
HED3 L -1
Stop
Raise:
HED3 LKJIHG 8
Goto See
}
}

- Nanami
- Posts: 1066
- Joined: Tue Jul 15, 2003 5:13 pm
- Location: That little island pritch created.
- Contact:
I sort of didn't like the caco either, so I used yours instead. However, even if he's supposed to be a nightmare, I toned him down some. I lowered his speed slightly and threw
into his attack animation so he doesn't just constantly attack. Granted, I still think he moves too fast and shoots too fast, but I'll leave it that way.
I thought changing his renderstyle looked bad, but after tossing him in a couple levels I saw that he looks really good in dark light levels. The darker it is, the clearer he is up close, but the fast he disappears when you step back! Pretty neat.
Code: Select all
HED3 B 0 A_Jump(128,1)
Goto See
I thought changing his renderstyle looked bad, but after tossing him in a couple levels I saw that he looks really good in dark light levels. The darker it is, the clearer he is up close, but the fast he disappears when you step back! Pretty neat.
I just found this on my hard drive. It's a possessed guy with a shotgun, but it looks rather different than the original possessed guys.
Unfortunately I have no idea who the original artist is, but I'm sure someone out there knows...
Unfortunately I have no idea who the original artist is, but I'm sure someone out there knows...
Last edited by NiGHTMARE on Thu Jul 22, 2004 12:08 pm, edited 1 time in total.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49229
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Nanami wrote: Granted, I still think he moves too fast and shoots too fast, but I'll leave it that way.
That was the whole point of it. This monster can be a real challenge but even though he seems extremely aggressive I always found him more challenging than annoying. This is supposed to be a tough monster!
And I am not one of those who like their monsters ultra-tough!
The basic idea for this came from the Doom64 TC, btw.
- Nanami
- Posts: 1066
- Joined: Tue Jul 15, 2003 5:13 pm
- Location: That little island pritch created.
- Contact:
I found the monsters in Doom 64 TC annoying. ;)Graf Zahl wrote:That was the whole point of it. This monster can be a real challenge but even though he seems extremely aggressive I always found him more challenging than annoying. This is supposed to be a tough monster!
And I am not one of those who like their monsters ultra-tough!
The basic idea for this came from the Doom64 TC, btw.
I'll look at that stuff after class NiGHTMARE.
- Tormentor667
- Posts: 13554
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
- Tormentor667
- Posts: 13554
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
- Nanami
- Posts: 1066
- Joined: Tue Jul 15, 2003 5:13 pm
- Location: That little island pritch created.
- Contact:
Yeah but I'm not sure how to put them together exactly.Tormentor667 wrote:Indeed, acutally it is two monsters in one ;)Nanami wrote:As for the second one, I assume his arm comes off after being killed but he still fights, and you have to kill him again? Or something? I'm not entirely sure how these frames should be put together. =P
Also, watching the shotgun soldier resurrect is really entertaining.
EDIT: By the way, does anyone know the angles used by the Mancubus attacks (in order)? Isn't it:
-45, 0
0, 45
-30, 30
? I may be way off but that's what I thought it was.