Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

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eharper256
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Joined: Sun Feb 25, 2018 2:30 am
Location: UK
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by eharper256 »

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.
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Irrevenant
Posts: 86
Joined: Fri Jul 28, 2017 10:18 am

Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by Irrevenant »

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.

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
	}
}
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.
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