Cripes, must be running on quite a old rig for performance issues on the swings- it didn't inconvenience my old machine, and that was an 9 year old rig with an RX570 lol.
But I'm glad you've found the sweet spot that works for you.
The hammer is generally a bit finicky and is a bit held together with duct tape and glue; as to get the effects as cool as I wanted required some quirky code, as you've discovered.
Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- eharper256
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- Irrevenant
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- Joined: Fri Jul 28, 2017 10:18 am
Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Oh yeah, it's very old. The new Korax fight was cool but when he starts spamming fireballs it put my framerate down to 1, pretty much. No idea how I didn't die.
I just figured out a way to fix it.
CometKiller, spawned along with the comets. It should only die and kill the comets after its time runs out. But, if you keep summoning comets, it removes CometKiller, bypassing the death state and resetting the time, allowing comet spam.
I just figured out a way to fix it.
Code: Select all
BarrageAnime:
//CRUX A 2 A_StartSound("AStarIsBorn",0,CHANF_OVERLAP,0.5,ATTN_NORM) A_FireProjectile ("CometShotA", 0, 0, 0, 0, FPF_NOAUTOAIM,0)
ST5H AB 3
ST5H Q 3 A_StartSound("FluxShotC",7,CHANF_OVERLAP,1,ATTN_NORM)
ST8H ABCDEF 2 {
A_TakeInventory("Mana1W", 2,TIF_NOTAKEINFINITE);
A_TakeInventory("Mana2W", 2,TIF_NOTAKEINFINITE);
}
ST8H G 0 {A_StartSound("FluxShotF",7,CHANF_OVERLAP,1,ATTN_NORM);A_RemoveChildren(True,RMVF_MISSILES,"CometKiller");}
ST8H G 2 {
A_TakeInventory("Mana1W", 2,TIF_NOTAKEINFINITE);
A_TakeInventory("Mana2W", 2,TIF_NOTAKEINFINITE);
A_SpawnItemEx("CometKiller",30,0,40,36,0,0,0,SXF_SETMASTER);
if(CountInv("CruxUpgrade") == 3 || CountInv("CruxUpgrade") == 4 || CountInv("CruxUpgrade") == 8 || CountInv("CruxUpgrade") == 9)
{
A_SpawnItemEx("CometShotB",30,0,40,36,0,0,0,SXF_SETMASTER);
}
else
{
A_SpawnItemEx("CometShotA",30,0,40,36,0,0,0,SXF_SETMASTER);}
}
ST8H H 2 A_SetBlend("0000ff", 0.4, 40)
ST8H IJKL 2 A_AlertMonsters
ST8H M 3
ST8H N 3 A_Refire("AltfireBack")
ST5H QBA 2
Goto Ready
ACTOR CometKiller : CometCreator
{
+NOCLIP
States
{
Spawn:
TNT1 A 350
Death:
TNT1 A 1 {
A_KillSiblings("None",KILS_KILLMISSILES,"CometShotA");
A_KillSiblings("None",KILS_KILLMISSILES,"CometShotB");
}
Stop
}
}