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Giving a Monster the Rail Gun
Posted: Thu Jun 03, 2004 9:11 pm
by Galaxy_Stranger
I know I'm gonna get smacked upside the head for asking this, but I'm just not running across the info I need. Can anyone point me to a thread that talks about giving the Rail Gun to a Monster? Also - would it be possible to give a monster the Double Rail?
Posted: Thu Jun 03, 2004 9:20 pm
by Giest118
Do you mean in DECORATE? Because in DECORATE, all you have to do is use A_MonsterRail (and set a damage value, too). However, DeHackEd is another story...
Posted: Thu Jun 03, 2004 9:24 pm
by Xaser
All you need to do is make a DeHacked Patch and put the MonsterRail code pointer on one if the attack frames. To make a double rail, use 2 MonsterRail pointers.
Posted: Fri Jun 04, 2004 2:11 am
by Enjay
And don't forget to set the missile damage value for the monster to whatever damage you want the rail to do, otherwise it will do no damage.
Posted: Fri Jun 04, 2004 8:10 am
by Xaser
Heh. Thankd for pointing that out, Enjay. When I go to give monsters railguns, I always forget that and wonder why the rails are doing 0 damage.

Posted: Fri Jun 04, 2004 9:29 am
by Enjay
Heh, yeah but it's quite funny to give monsters zero damage railguns because when they hit each other they can still go into their pain state and start infighting - doing no damage. So they just keep trying to whack each other for hours.

Posted: Fri Jun 04, 2004 9:31 am
by Xaser
Yeah, and if you get hit by one, it does the pain fade and everything, but you take no damage.
Hmm... That's a good idea. You could make a monster that shoots ridiculously fast railgun shots that do no damage, but it gives you the pain fade and blinds you. Then the other demons around can chew you up.

Posted: Fri Jun 04, 2004 3:22 pm
by wildweasel
Xaser: How about firing off about 10 no-damage rails in one frame? That would be more effective.
Posted: Fri Jun 04, 2004 8:24 pm
by Galaxy_Stranger
Eeeesh - Ok. I'd like to eventually figure out how to do it with DECORATE as well, but I need to try it with BEX first. Here's what I've got. Tell me why it won't work, heheheh:
Patch File for DeHackEd v3.0
Doom version = 21
Patch format = 6
Thing 18 (Hell Knight)
Missile Damage = 20
[CODEPTR]
Frame 84 = NULL
Frame 85 = A_GunFlash
Frame 86 = A_FireRailgunLeft
Frame 87 = A_FireRailgunRight
Frame 84
Sprite subnumber = 1
Duration = 1
Next frame = 85
Frame 85
Sprite subnumber = 1
Duration = 1
Next frame = 86
Frame 86
Sprite subnumber = 32768
Duration = 1
Next frame = 87
Frame 87
Sprite subnumber = 32768
Duration = 50
Next frame = 81
Posted: Fri Jun 04, 2004 9:02 pm
by wildweasel
You need to use the codepointer MonsterRail - the pointers you're using are intended for Decorate and ONLY Decorate. Also, I don't know if there's a BEX equivalent of GunFlash.
EDIT: Also, you need to put the CODEPTR section at the END of the file - otherwise, ZDoom interprets what comes after it as BEX code and not DeHackEd.
Posted: Sat Jun 05, 2004 2:55 am
by Ixnatifual
Is that a t-shirt on your head, wildweasel? omg what kind of a ninja ARE you??
Posted: Sat Jun 05, 2004 5:47 am
by The Ultimate DooMer
wildweasel wrote:You need to use the codepointer MonsterRail - the pointers you're using are intended for Decorate and ONLY Decorate. Also, I don't know if there's a BEX equivalent of GunFlash.
EDIT: Also, you need to put the CODEPTR section at the END of the file - otherwise, ZDoom interprets what comes after it as BEX code and not DeHackEd.
Actually, the A_FireRailgunLeft/Right are BEX (not dehacked) codepointers, but work for a player railgun only. MonsterRail is for monsters only (damage = 100 if you want the same power as the player railgun).
Posted: Sat Jun 05, 2004 11:59 am
by wildweasel
TUD: What I meant was that those codepointers were the ones meant for Decorate - he's using A_FireRailgunLeft, when the proper BEX codepointer lacks the A_ prefix.
Posted: Sat Jun 05, 2004 12:02 pm
by Enjay
From Randy's original Railgun.bex
Code: Select all
[CODEPTR]
Frame 77 = A_FireRailgun
Frame 78 = A_RailWait
The A_ isn't needed, but there is nothing wrong with it.
Posted: Sat Jun 05, 2004 2:16 pm
by Graf Zahl
A_RailWait does nothing so it can be safely omitted.