Imagine Barrels o' fun with that.Ichor wrote:How about barrels that chase after you, but only if you're not looking at them (like those Boo ghosts in Super Mario World)? If they get too close...BOOM!
Spoiler:That'd turn out quite interesting
Imagine Barrels o' fun with that.Ichor wrote:How about barrels that chase after you, but only if you're not looking at them (like those Boo ghosts in Super Mario World)? If they get too close...BOOM!
Spoiler:That'd turn out quite interesting
that would've been good results for doomguy.Julius Clonkus wrote:Imagine Barrels o' fun with that.Ichor wrote:How about barrels that chase after you, but only if you're not looking at them (like those Boo ghosts in Super Mario World)? If they get too close...BOOM!Spoiler:That'd turn out quite interesting
That wouldn't even be fair for Doomguy.Julius Clonkus wrote: That'd turn out quite interesting
Yeah, those barrels wouldn't stand a chance!Unknown_Assassin wrote:That wouldn't even be fair for Doomguy.Julius Clonkus wrote: That'd turn out quite interesting
I tried it with A_JumpIfInTargetLOS but I didn't manage to get it to work properly. It crashed everytime I looked at a barrel after 'pissing it off' (On second thought, it could also be turning my back on another barrel in E1M1.). No error whatsoever, which happens most of the time when I mess up coding.Cutmanmike wrote:I did that once with a painelemental, but couldn't get it to work the way I wanted because of the way A_CheckSight works.
It's already been done, anyway. Several times. Example: Hideous Destructor.Julius Clonkus wrote:Someone else can try to make Barrels o' fun a nightmare of being mobbed by explosive barrels.