Is it possible to have it so that when the big brain is destroyed the game does not end? Or would this have to be altered in the source?
Only i want to have more than one in a level.
When a big brain is destroyed i want the level to keep on going and also have some way of destroying the Spawn Cube shooter that i want to destroy. Otherwise, because the things are made up of seperate parts, the Spawn cube would keep firing even after the big brain for that icon had been destroyed.
Icon of Sin help!
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...Or, you can simply use dehacked to edit the last frame in the Big Brain's death sequence. (Big Brain = final boss)
(I think this is how it should look)
[CODEPTR]
Frame 783 = NULL
This way, the last frame in it's death sequence does nothing, so the big brain simply dies, but doesn't end the level.
I hope this is what you're looking for.
EDIT: I just noticed the thing about the cube still spawning. Yes, they're two seperate things. However, you could try making a sort of decorate that looks like the Big Brain, shoots out a cube projectile that has no clipping, and the cube projectile 'drops' a demon... I'm not sure how well that'd work, but it's worth giving a try.
(I think this is how it should look)
[CODEPTR]
Frame 783 = NULL
This way, the last frame in it's death sequence does nothing, so the big brain simply dies, but doesn't end the level.
I hope this is what you're looking for.
EDIT: I just noticed the thing about the cube still spawning. Yes, they're two seperate things. However, you could try making a sort of decorate that looks like the Big Brain, shoots out a cube projectile that has no clipping, and the cube projectile 'drops' a demon... I'm not sure how well that'd work, but it's worth giving a try.
Thanx for the help!
Also whilst I've been working with the end boss, I noticed that there was a bug in it. Well it's not exactly a bug of sorts.
It's just that in the original doom when the big brain died it caused a series of explosions to happen around it, giving the effect that the face was exploding. However, this has been left out of zdoom.
I don't know whether it was left out on purpose but i think it removes some of the feel of the end boss. It would be nice to have this feature added in.
Also whilst I've been working with the end boss, I noticed that there was a bug in it. Well it's not exactly a bug of sorts.
It's just that in the original doom when the big brain died it caused a series of explosions to happen around it, giving the effect that the face was exploding. However, this has been left out of zdoom.
I don't know whether it was left out on purpose but i think it removes some of the feel of the end boss. It would be nice to have this feature added in.
Just remove the bossbrain's final pointer, as Finalizer suggested, and then give it this special:
Thing_Remove(X);
where X is the TID of the cube spawner.
When the boss brain dies, it'll take the spawner with it.
Thing_Remove(X);
where X is the TID of the cube spawner.
When the boss brain dies, it'll take the spawner with it.
Works for Me!(tm)Lazarus wrote:It's just that in the original doom when the big brain died it caused a series of explosions to happen around it, giving the effect that the face was exploding. However, this has been left out of zdoom.
The explosion effect does work. It spawns the explosion effects around 320 units to the South of wherever the boss object is placed. (The direction the object is facing is irrelevant - the explosions are always to the South). So, if you place an object somewhere and are standing to the East, West or North when it dies, chances are you'll not see the explosions. Similarly, if you are closer than 320 units, you may not see them either (but you may get killed from them exploding behind youLazarus wrote:It's just that in the original doom when the big brain died it caused a series of explosions to happen around it, giving the effect that the face was exploding. However, this has been left out of zdoom.
