Concept weapons
Moderator: wildweasel
- DoomRater
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Concept weapons
I was kinda wondering if I should make a journal about weapon concepts that I theorized to be possible but didn't have the time to acutally build them, or if I should just plop them in Modding Help and Resources. After all, an idea is a resource!
Anyway, while in the shower I surmized how to pull off the Hexen Fist attack properly. That is, when you connect with a monster three times it actually does double damage and stuff. The key lies in using the DECORATE Codepointers A_GivePlayerInventory and A_TakePlayerInventory, where a monster could take and give items, I believe it was? (correct me if this isn't available or if I got some of the codes wrong)
Anyway, a puff has one of three states it can go to- one if it doesn't hit anything, one where it hits a wall, and one where it hits an actor. We want the one that hit an actor to add a counter to the player's inventory, and the ones that don't to clear this counter. In the weapon code, the fist should be checking to see if it has 3 in the counter just after it hits and if so, jump to the alternate swinging frameset (and attacking a second time for the double damage?)
While thinking about it, this would work okay, but checking with an invisible puff before the attack to make sure it would land would be even more like the original behavior, because then one could just have one attack for the mighty blow. But I kinda like the two blows so that it has more stun chance.
See, the reason I'd think it's worth a journal is because ideas like this occasionally come into my head, even though they wouldn't always be worth it for me to execute. So what are your guys' thoughts?
Anyway, while in the shower I surmized how to pull off the Hexen Fist attack properly. That is, when you connect with a monster three times it actually does double damage and stuff. The key lies in using the DECORATE Codepointers A_GivePlayerInventory and A_TakePlayerInventory, where a monster could take and give items, I believe it was? (correct me if this isn't available or if I got some of the codes wrong)
Anyway, a puff has one of three states it can go to- one if it doesn't hit anything, one where it hits a wall, and one where it hits an actor. We want the one that hit an actor to add a counter to the player's inventory, and the ones that don't to clear this counter. In the weapon code, the fist should be checking to see if it has 3 in the counter just after it hits and if so, jump to the alternate swinging frameset (and attacking a second time for the double damage?)
While thinking about it, this would work okay, but checking with an invisible puff before the attack to make sure it would land would be even more like the original behavior, because then one could just have one attack for the mighty blow. But I kinda like the two blows so that it has more stun chance.
See, the reason I'd think it's worth a journal is because ideas like this occasionally come into my head, even though they wouldn't always be worth it for me to execute. So what are your guys' thoughts?
- TheDarkArchon
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Sure it does.
EDIT: While there apparently will be no way for the puff to tell the difference bewteen hitting nothing but air and hitting wall without using two different puffs, it's still enough.
Code: Select all
* missed
activesound is played. Additionally, if ALWAYSPUFF flag is set, Crash state sequence is entered.
- Zeg-Vok
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Well, another way you can "Punish" the player is to have the missed bulletpuff spawn a monster, or shoot a tracer missile at the player, possibly with noclip. Or it could even simply to a quick A_Fire attack on the player
I know Thing_Hurt for example doesnt effect the player when they are in god mode
I know Thing_Hurt for example doesnt effect the player when they are in god mode
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