N*E*C*R*O*S*I*S for HeXen!!!!

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ShadesMaster
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by ShadesMaster »

Yeah - the only problem is that a) They're a ripper projectile, and b) It doesn't bounce. I'm still not proficient enough in Decorate to make a projectile even similar to that: I tried making a version 2 of that projectile that inherited from the original but it didn't work - and how would I take AWAY the ripper effect through inheritance, anyway?
CaptainToenail
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by CaptainToenail »

-RIPPER
+HEXENBOUNCE

works for me, try this weapon I made that uses edited mage wands (I think this is the third time I've linked this for something useful!!!)

http://www.badongo.com/file/13089441
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Ghastly
... in rememberance ...
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Ghastly »

CodenniumRed wrote:a) They're a ripper projectile
I was just playing Hexen 2 yesterday, and noticed the Sun Staff does rip through targets (killed three Archer Lords at once with it), so I don't think that's a problem.
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ShadesMaster
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by ShadesMaster »

Can't seem to use that link to download the file!:(
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Unknown_Assassin
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Unknown_Assassin »

CodenniumRed wrote:Can't seem to use that link to download the file!:(
Try copying that link and put it into the address bar. Then look at the right side of the screen, and you should see letter/code in which you have to type. Then download will work.

EDIT: http://uploading.com/files/XEVPQHIH/MedicTest.wad.html
Uploaded it, in case.
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ShadesMaster
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by ShadesMaster »

Check it out:

Code: Select all

ACTOR CentaurLeader: CentaurLeader 115
{
    states
    {
    Pain:
        CENT G 6 A_Pain
        Goto See
    Missile:
        CENT E 8 A_FaceTarget
        CENT F 0 A_SetReflectiveInvulnerable
        CENT F 6 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET)
        CENT E 10 A_FaceTarget
        CENT F 6 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET)
        CENT E 10 A_FaceTarget
        CENT F 6 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET)
        CENT E 0 A_UnsetReflectiveInvulnerable
        Goto See
    }

}
This means that the Centaurs are less annoying to fight yet still use their block feature. This time they don't put up their shield every time they get hurt - rather, when they fire a stream of blue fireballs, since they're seen with their shields up, THAT'S the time they deflect things...
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Captain Ventris
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Captain Ventris »

Well, that would only effect the Slaughtaur, and not normal Centaur. They would still block when hurt.
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ShadesMaster
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by ShadesMaster »

Yeah I meant Slaughtars, lol. I'm not using plain Centuars in my mapset anyway.
Gez
 
 
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Gez »

CodenniumRed wrote:Check it out:

Code: Select all

ACTOR CentaurLeader: CentaurLeader 115
This, right here, is not going to work.
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Ghastly
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Ghastly »

Gez wrote:
CodenniumRed wrote:Check it out:

Code: Select all

ACTOR CentaurLeader: CentaurLeader 115
This, right here, is not going to work.

Code: Select all

Actor CentaurLeader2 : CentaurLeader replaces CentaurLeader
MUCH better.
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ShadesMaster
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by ShadesMaster »

Except, it already DOES work. ;) And I just put in slaughtars without cluttering the decorate tab with another entirely new entity. :D
CaptainToenail
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by CaptainToenail »

Use Ghastly Dragons method it works better and is less hacky
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Ghastly
... in rememberance ...
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by Ghastly »

CodenniumRed wrote:And I just put in slaughtars without cluttering the decorate tab with another entirely new entity.
It's the same amount of code, just a different header. The original code gives a messy-looking error message, in the console, if I recall correctly.

Also, don't replace actors by replacing their DoomEdNumber. It doesn't replace the actor, if the original is summoned or spawned.
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ShadesMaster
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by ShadesMaster »

Yeah I'm going to do that - I noticed because i none of my levels I summon a Wendigo, but he's like the original one not the 'enhanced' version I use.
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ShadesMaster
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Re: NECROSIS.WAD for HeXen: a True Expansion

Post by ShadesMaster »

Also a weird bug - I have a powered-up Dragon claw working. The only problem is, even when the tome of power wears off, it stays in its powered-up mode until I run out of ammo for the weapon. It's weird because no other weapons seem to have this problem....
Last edited by ShadesMaster on Fri Feb 13, 2009 10:36 am, edited 2 times in total.

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