The Arch Heinous - Under Revision.
- solarsnowfall
- Persecution Complex
- Posts: 363
- Joined: Fri Aug 05, 2005 8:51
The Arch Heinous - Under Revision.
I was never entirely satisfied with how this turned out. I'm currently in the process of gutting and rewriting most of the Arch Heinous's attacks and behaviour. Asside from fleshing out a few animations, there isn't going to be a lot of new gfx for you "new sprites!" junkies. Other than the core properties (health speed ect) nothing will remain the same. If I can do everything I want with this, I'll have created something very special. Stay tuned.
[OLD POST]
This is an Arch Vile on steriods. He's a bit larger, and a lot tougher. Other than his initial appearance, he acts distinctly different from your typical Arch Vile. Features:
Long, medium, and short ranged attacks.
At long range he's got three attacks. He can "summon" a black hole, that showers comets at his unfortunate foes. He can hurl a huge fireball that sends a wave of fire in all directions on impact. Or, he can summon a huge slow moving seeker meteor, that can be shot down, wich shakes the earth on impact.
At medium range, he hurls a smaller/weaker/much faster meteor at his victims.
And at short range he can torch you with fire, freeze you with ice, or hit you with a noctious poison attack. All three attacks are acompanied with new sprites.
As a defensive feature, he can protect himself with a green force field/dome that reflects enemy fire.
And finally, he's accompanied with an unseen helper. It's an actor (with a unique combination of flags) that follws the player around. It's important for the use of the Arch Heinous, because it keeps the Radius Quakes (triggered by a few attacks) near the player at all times, so it is always felt/heard. This illiminates the need to keep track of pesky map spots if you want this guy to rome about your map.
I'll see about posting the Decorate entry here, when it's more complete. The decorate entry is a wopper, this is easily the most sophisticated monster I've ever seen/made.
Some screenies.
[spoiler]
[/spoiler]
[/OLD POST]
[OLD POST]
This is an Arch Vile on steriods. He's a bit larger, and a lot tougher. Other than his initial appearance, he acts distinctly different from your typical Arch Vile. Features:
Long, medium, and short ranged attacks.
At long range he's got three attacks. He can "summon" a black hole, that showers comets at his unfortunate foes. He can hurl a huge fireball that sends a wave of fire in all directions on impact. Or, he can summon a huge slow moving seeker meteor, that can be shot down, wich shakes the earth on impact.
At medium range, he hurls a smaller/weaker/much faster meteor at his victims.
And at short range he can torch you with fire, freeze you with ice, or hit you with a noctious poison attack. All three attacks are acompanied with new sprites.
As a defensive feature, he can protect himself with a green force field/dome that reflects enemy fire.
And finally, he's accompanied with an unseen helper. It's an actor (with a unique combination of flags) that follws the player around. It's important for the use of the Arch Heinous, because it keeps the Radius Quakes (triggered by a few attacks) near the player at all times, so it is always felt/heard. This illiminates the need to keep track of pesky map spots if you want this guy to rome about your map.
I'll see about posting the Decorate entry here, when it's more complete. The decorate entry is a wopper, this is easily the most sophisticated monster I've ever seen/made.
Some screenies.
[spoiler]
[/spoiler]
[/OLD POST]
Last edited by solarsnowfall on Mon Oct 24, 2005 5:17, edited 4 times in total.
- solarsnowfall
- Persecution Complex
- Posts: 363
- Joined: Fri Aug 05, 2005 8:51
Ok, and if anyone's interested in the DECORATE code, here:
(It's a beast)
[spoiler][/spoiler]
(It's a beast)
[spoiler]
Code: Select all
ACTOR ArchHeinous
{
Health 3000
Radius 25
Height 70
Speed 15
Mass 1500
PainChance 20
Monster
+missileevenmore
+quicktoretaliate
SeeSound "vile/sight"
AttackSound "vile/attack"
PainSound "vile/pain"
DeathSound "vile/death"
ActiveSound "vile/active"
RenderStyle Translucent
Alpha 0.75
Scale 1.25
States
{
Spawn:
VILE AB 10 A_Look
Loop
See:
VILE AA 1 A_Chase
VILE A 0 A_CustomMissile("ArchGhostA", 0, 0, 0)
VILE BB 1 A_Chase
VILE B 0 A_CustomMissile("ArchGhostB", 0, 0, 0)
VILE CC 1 A_Chase
VILE C 0 A_CustomMissile("ArchGhostC", 0, 0, 0)
VILE DD 1 A_Chase
VILE D 0 A_CustomMissile("ArchGhostD", 0, 0, 0)
VILE AA 1 A_Chase
VILE A 0 A_CustomMissile("ArchGhostA", 0, 0, 0)
VILE BB 1 A_Chase
VILE B 0 A_CustomMissile("ArchGhostB", 0, 0, 0)
VILE CC 1 A_Chase
VILE C 0 A_CustomMissile("ArchGhostC", 0, 0, 0)
VILE DD 1 A_Chase
VILE D 0 A_CustomMissile("ArchGhostD", 0, 0, 0)
Loop
Missile:
VILE G 0 A_JumpIfCloser(600, 59)
VILE G 0 A_Jump(192, 8)
VILE G 8 BRIGHT A_FaceTarget
VILE G 0 BRIGHT A_PlaySound("vile/firestrt")
VILE G 1 BRIGHT A_CustomMissile("ArchMeteorSpawnerB", 144, 0, 0)
VILE I 8 BRIGHT A_FaceTarget
VILE J 0 BRIGHT A_PlaySound("skeleton/attack")
VILE J 2 BRIGHT A_CustomMissile("ArchMeteorB", 144, 0, 0)
VILE N 38 BRIGHT
Goto See
VILE G 0 A_Jump(64, 7)
VILE G 8 BRIGHT A_FaceTarget
VILE G 0 BRIGHT A_PlaySound("vile/firestrt")
VILE G 1 BRIGHT A_CustomMissile("FireOrbSpawner", 144, 0, 0)
VILE I 8 BRIGHT A_FaceTarget
VILE J 2 BRIGHT A_CustomMissile("FireOrb", 144, 0, 0)
VILE N 18 BRIGHT
Goto See
VILE G 7 BRIGHT A_FaceTarget
VILE G 0 BRIGHT A_PlaySound("CacoFlame/Attack")
VILE H 1 BRIGHT A_CustomMissile("MeteorPortalD", 189, 48, 0)
VILE H 7 BRIGHT
VILE I 1 BRIGHT A_CustomMissile("MeteorPortalC", 186, 44, 0)
VILE I 7 BRIGHT
VILE H 1 BRIGHT A_CustomMissile("MeteorPortalB", 181, 40, 0)
VILE H 7 BRIGHT
VILE I 1 BRIGHT A_CustomMissile("MeteorPortalA", 176, 32, 0)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 132, 0, 0)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, -2)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 132, 0, 4)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, -6)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 132, 0, 8)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, -6)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 132, 0, 4)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, -2)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 128, 0, 0)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, 2)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 132, 0, -4)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, 6)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 132, 0, -8)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, 6)
VILE I 7 BRIGHT A_FaceTarget
VILE H 1 BRIGHT A_CustomMissile("Comet", 132, 0, -4)
VILE H 7 BRIGHT A_FaceTarget
VILE I 1 BRIGHT A_CustomMissile("Comet", 132, 0, 2)
VILE I 7 BRIGHT A_FaceTarget
VILE G 1 BRIGHT A_CustomMissile("Comet", 132, 0, 0)
Goto See
VILE G 0 A_JumpIfCloser(256, 8)
VILE G 8 BRIGHT A_FaceTarget
VILE G 0 BRIGHT A_PlaySound("vile/firestrt")
VILE G 1 BRIGHT A_CustomMissile("ArchMeteorSpawner", 128, 0, 0)
VILE I 8 BRIGHT A_FaceTarget
VILE J 0 BRIGHT A_PlaySound("skeleton/attack")
VILE J 2 BRIGHT A_CustomMissile("ArchMeteor", 128, 0, 0)
VILE N 18 BRIGHT
Goto See
VILI J 0 A_Jump(128, 37)
VILI J 4 BRIGHT A_FaceTarget
VILI N 0 A_PlaySound("misc/freeze")
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 0)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, -2)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, -4)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, -6)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, -8)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, -6)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, -4)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, -2)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 0)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 2)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 4)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 6)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 8)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 6)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 4)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 2)
VILI N 1 BRIGHT A_FaceTarget
VILI N 1 BRIGHT A_CustomMissile("IceBlast", 48, 0, 0)
VILI N 17 BRIGHT
Goto See
VILF J 0 A_Jump(128, 37)
VILF J 4 BRIGHT A_FaceTarget
VILF N 0 A_PlaySound("vile/firecrkl")
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 0)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, -2)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, -4)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, -6)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, -8)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, -6)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, -4)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, -2)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 0)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 2)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 4)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 6)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 8)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 6)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 4)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 2)
VILF N 1 BRIGHT A_FaceTarget
VILF N 1 BRIGHT A_CustomMissile("FireBlast", 48, 0, 0)
VILF N 17 BRIGHT
Goto See
VILD J 4 BRIGHT A_FaceTarget
VILD N 0 A_PlaySound("CacoFlame/Attack")
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 0)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, -2)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, -4)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, -6)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, -8)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, -6)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, -4)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, -2)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 0)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 2)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 4)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 6)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 8)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 6)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 4)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 2)
VILD N 1 BRIGHT A_FaceTarget
VILD N 1 BRIGHT A_CustomMissile("PoisonBlast", 48, 0, 0)
VILD N 17 BRIGHT
Goto See
Pain:
VILE Q 0 A_Jump(128, 3)
VILE Q 5
VILE Q 5 A_Pain
Goto See
VILD L 1 A_FaceTarget
VILD L 0 A_PlaySound("CacoFlame/Attack")
VILD L 0 A_SetInvulnerable
VILD L 0 A_SetReflective
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 1 A_FaceTarget
VILD L 1 A_CustomMissile("Shield", 0, 0, 0)
VILD L 0 A_UnSetReflective
VILD L 0 A_UnSetInvulnerable
VILD L 0 A_Jump(224, 1)
Goto Pain+5
VILD L 0
Goto See
Death:
VILE Q 7
VILE R 7 A_Scream
VILE S 7 A_NoBlocking
VILE TUVW 7
VILE XY 5
VILE Z -1
Stop
}
}
ACTOR ArchGhostA
{
Radius 4
Height 8
Speed 0
Damage 0
RenderStyle Translucent
Alpha 0.25
Projectile
+NoCLip
Scale 1.25
States
{
Spawn:
VILE A 10
Stop
}
}
ACTOR ArchGhostB : ArchGhostA
{
Scale 1.25
States
{
Spawn:
VILE B 10
Stop
}
}
ACTOR ArchGhostC : ArchghostA
{
Scale 1.25
States
{
Spawn:
VILE C 10
Stop
}
}
ACTOR ArchGhostD : ArchGhostA
{
Scale 1.25
States
{
Spawn:
VILE D 10
Stop
}
}
ACTOR ArchMeteorSpawner
{
Height 24
Radius 12
Speed 0
+Nogravity
+NoBlockMap
States
{
Spawn:
COMT HGFE 3 BRIGHT
Stop
}
}
ACTOR ArchMeteorSpawnerB
{
Height 24
Radius 12
Speed 0
+Nogravity
+NoBlockMap
Scale 2
States
{
Spawn:
COMT HGFE 3 BRIGHT
Stop
}
}
ACTOR ArchMeteor
{
Radius 12
Height 16
Speed 30
Damage 5
ExplosionDamage 40
ExplosionRadius 80
PROJECTILE
ExplosionDamage 20
ExplosionRadius 128
DeathSound "weapons/rocklx"
MissileType CometTailA
MissileHeight 0
States
{
Spawn:
COMT AAAABBBBCCCC 1 Bright A_MissileAttack
Loop
Death:
COMT D 0 A_Explode
COMT DEFGH 5 Bright
Stop
}
}
ACTOR ArchMeteorB
{
Radius 24
Height 32
Speed 15
Damage 15
Health 25
+Shootable
+NoGravity
+DropOff
+ActivateImpact
+ActivatePCross
+NoTeleport
+Missile
+SeekerMissile
+NoBlood
DeathSound "weapons/rocklx"
MissileType CometTailB
MissileHeight 0
ExplosionRadius 256
ExplosionDamage 50
Scale 2
States
{
Spawn:
COMT AAAABBBBCCCC 1 Bright A_SeekerMissile(5, 15)
Loop
Death:
COMT D 0 A_Explode
COMT D 0 Radius_Quake(5, 35, 0, 128, 6)
COMT DEFGH 5 Bright
Stop
}
}
ACTOR FireOrbSpawner
{
Height 24
Radius 12
Speed 0
+Nogravity
+NoBlockMap
RenderStyle Add
Alpha .5
Scale 2
States
{
Spawn:
FBL1 EDCB 3 BRIGHT
Stop
}
}
ACTOR FireOrb
{
Radius 16
Height 12
Speed 30
Damage 10
MissileType FireTrail
MissileHeight 0
Projectile
+FireDamage
RenderStyle Add
Alpha 0.5
SeeSound "skeleton/attack"
DeathSound "vile/firecrkl"
ExplosionDamage 30
ExplosionRadius 128
Scale 2
States
{
Spawn:
FBL1 A 1 BRIGHT A_MissileAttack
FBL1 A 1 BRIGHT A_MissileAttack
FBL1 B 1 BRIGHT A_MissileAttack
FBL1 B 1 BRIGHT A_MissileAttack
Loop
Death:
FBL1 C 0 BRIGHT A_Explode
FBL1 C 0 BRIGHT Radius_Quake(5, 35, 0, 128, 6)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 0)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 45)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 90)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 135)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 180)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, -45)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, -90)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, -135)
FBL1 C 2 BRIGHT
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 60)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 105)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 150)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, 195)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, -60)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, -105)
FBL1 C 0 BRIGHT A_CustomMissile("FireBlast", 8, 0, -150)
FBL1 DE 4 BRIGHT
Stop
}
}
ACTOR IceTrail
{
Radius 8
Height 0
Speed 0
+Missile
+NoClip
+NoGravity
RenderStyle Translucent
ALPHA .25
Scale 1.5
States
{
Spawn:
IBL1 CDE 4 BRIGHT
Stop
}
}
ACTOR FireTrail
{
Radius 8
Height 0
Speed 0
+Missile
+NoClip
+NoGravity
RenderStyle Translucent
ALPHA .25
Scale 1.5
States
{
Spawn:
FBL1 CDE 4 BRIGHT
Stop
}
}
ACTOR FireBlast
{
Radius 8
Height 0
Damage 2
Speed 15
+FireDamage
+Missile
+NoGravity
RenderStyle Add
Alpha .5
States
{
Spawn:
FBL1 BCCDDE 3 BRIGHT
Stop
Death:
FBL1 CDE 6 BRIGHT
Stop
}
}
ACTOR IceBlast
{
Radius 8
Height 0
Damage 2
Speed 15
+IceDamage
+Missile
+NoGravity
RenderStyle Add
Alpha .5
States
{
Spawn:
IBL1 BCCDDE 3 BRIGHT
Stop
Death:
IBL1 CDE 6 BRIGHT
Stop
}
}
ACTOR PoisonBlast
{
Radius 8
Height 0
Damage 2
Speed 15
+FireDamage
+Missile
+NoGravity
RenderStyle Add
Alpha 0.50
States
{
Spawn:
GBL1 BCCDDE 3 BRIGHT
Stop
Death:
GBL1 CDE 6 BRIGHT
Stop
}
}
ACTOR MeteorPortalA
{
Speed 0
Height 0
Radius 0
+Missile
+NoGravity
+NoBlockMap
RenderStyle Translucent
Alpha 0.25
Scale .5
States
{
Spawn:
PRTL A 160 A_FaceTarget
Stop
}
}
ACTOR MeteorPortalB : MeteorPortalA
{
Scale .6
States
{
Spawn:
PRTL A 160 A_FaceTarget
Stop
}
}
ACTOR MeteorPortalC : MeteorPortalA
{
Scale .7
States
{
Spawn:
PRTL A 160 A_FaceTarget
Stop
}
}
ACTOR MeteorPortalD : MeteorPortalA
{
Scale .75
States
{
Spawn:
PRTL A 160 A_FaceTarget
Stop
}
}
ACTOR Shield
{
Speed 0
Height 96
Radius 96
+NoGravity
+NoClip
+FloorClip
+Shootable
+Invulnerable
+Reflective
RenderStyle Add
Alpha 0.5
Scale 1.5
States
{
Spawn:
SHL1 A 2 BRIGHT
Stop
}
}
actor Comet
{
Radius 6
Height 8
Speed 15
Damage 5
ExplosionDamage 40
ExplosionRadius 80
Scale .55
PROJECTILE
ExplosionDamage 10
ExplosionRadius 128
SeeSound "comet/launch"
DeathSound "weapons/rocklx"
MissileType CometTail
MissileHeight 0
States
{
Spawn:
COMT AAAABBBBCCCC 1 Bright A_MissileAttack
Loop
Death:
COMT D 0 A_Explode
COMT D 3 Bright A_CustomMissile("CometDeathGlow", 0, 0, 0)
COMT E 3 Bright
COMT E 0 A_CustomMissile("CometDeath", 0, 0, 0)
Stop
}
}
actor CometTail
{
PROJECTILE
RENDERSTYLE ADD
+NOCLIP
ALPHA 0.4
States
{
Spawn:
FRTB ABCDEFGHI 1 Bright
Stop
}
}
actor CometDeath
{
PROJECTILE
RENDERSTYLE ADD
+NOCLIP
ALPHA 0.7
States
{
Spawn:
COMT FGHI 3 Bright
Stop
}
}
actor CometDeathGlow : CometTail
{
Scale 2.0
Alpha 0.6
States
{
Spawn:
FRTB ABCDEFGHI 3 Bright
Stop
}
}
actor ArchQuake 3124
{
Speed 30
+ismonster
+notarget
+noblockmap
+noclip
+quicktoretaliate
+invulnerable
+nogravity
RenderStyle Translucent
Alpha 0
Scale 0.1
States
{
Spawn:
SKUL A 1 A_Look
Loop
See:
SLUL A 1 A_FaceTarget
SKUL A 1 A_Chase
Loop
Missile:
SKUL A 0 A_JumpIfCloser(128, 1)
Goto See
SKUL A 1 A_FaceTarget
SKUL A 1 A_SpidRefire
Loop
}
}
- grubber
- Site Founder
- Posts: 230
- Joined: Wed Jun 29, 2005 18:57
- Location: Czech Republic, Zlin
- Contact:
- Paul
- DRD Team Admin (Inactive)
- Posts: 1058
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- BioHazard
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- Location: Middle of California where there is no air.
- Contact:
- solarsnowfall
- Persecution Complex
- Posts: 363
- Joined: Fri Aug 05, 2005 8:51
Bloody trial and error for the most part. I've got a lot of simpler monsters, that have ranged attacks, so I went through most of the developmental turmoil with them. Started with the ranges, and the rest sort of fell into place. One of the funniest bugs it had, was when I was working on the shield. It has a small chance of repeating the shield routine, and when I first put it in, it would go straight to the death state if you shot it.
The real pain in the butt, was the ArchQuake actor (at the bottom of the lump). I had a more preferable set up, that did a better job of keeping the actor on the players position, but it would cause you to leave trails of blood decals on all the walls you touched.
I'm just about ready to upload the "final" version of the ArchHeinous, but if you want to play around with another monster I made with multiple attacks, you can check this one out. Even comes with a nifty demonstration
http://solarsnow.drdteam.org/ximps.rar
The real pain in the butt, was the ArchQuake actor (at the bottom of the lump). I had a more preferable set up, that did a better job of keeping the actor on the players position, but it would cause you to leave trails of blood decals on all the walls you touched.
I'm just about ready to upload the "final" version of the ArchHeinous, but if you want to play around with another monster I made with multiple attacks, you can check this one out. Even comes with a nifty demonstration
http://solarsnow.drdteam.org/ximps.rar
-
- Posts: 20
- Joined: Wed Jul 06, 2005 14:04
- Location: Oxford, PA
- solarsnowfall
- Persecution Complex
- Posts: 363
- Joined: Fri Aug 05, 2005 8:51
- solarsnowfall
- Persecution Complex
- Posts: 363
- Joined: Fri Aug 05, 2005 8:51
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
- solarsnowfall
- Persecution Complex
- Posts: 363
- Joined: Fri Aug 05, 2005 8:51
- grubber
- Site Founder
- Posts: 230
- Joined: Wed Jun 29, 2005 18:57
- Location: Czech Republic, Zlin
- Contact:
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact: