The Arch Heinous - Under Revision.

Talk about our & your projects.
User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

The Arch Heinous - Under Revision.

Post by solarsnowfall »

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]Image

Image

Image

Image

Image[/spoiler]

[/OLD POST]
Last edited by solarsnowfall on Mon Oct 24, 2005 5:17, edited 4 times in total.
User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

Post by solarsnowfall »

Ok, and if anyone's interested in the DECORATE code, here:

(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
    }
}
[/spoiler]
User avatar
grubber
Site Founder
Posts: 230
Joined: Wed Jun 29, 2005 18:57
Location: Czech Republic, Zlin
Contact:

Post by grubber »

solarsnowfall wrote:It's a beast
:shock: Indeed it is.
User avatar
Paul
DRD Team Admin (Inactive)
Posts: 1058
Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
Contact:

Post by Paul »

Impressing :)
User avatar
BioHazard
Posts: 408
Joined: Mon Jul 25, 2005 10:02
Location: Middle of California where there is no air.
Contact:

Post by BioHazard »

Two words:

HOLY... CRAP...

How on earth do you mange the frame jumps?? :S :S
User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

Post by solarsnowfall »

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
killingblair
Posts: 20
Joined: Wed Jul 06, 2005 14:04
Location: Oxford, PA

Post by killingblair »

5th screenshot = :shock:

I like that alot! Good stuff. :thumb:
User avatar
Hobbs
Posts: 61
Joined: Sun Aug 07, 2005 22:15

Post by Hobbs »

Awesome, simply awesome. I'm not sure how you did it, but good job. =D> =D>

Can't wait to see this thing in action...
User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

Post by solarsnowfall »

WOOT! Go download it!!!

http://solarsnow.drdteam.org
The HavoX
Posts: 170
Joined: Sun Jul 24, 2005 23:05
Location: Republic, MO

Post by The HavoX »

download doesn't work

EDIT: I tried it with IE, and it works. It just doesn't work with FF :?
Last edited by The HavoX on Thu Aug 18, 2005 12:26, edited 1 time in total.
User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

Post by solarsnowfall »

???? It worked for me. Did you get a 404 or what? It's in RAR compressed format, so you do need WinRar
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

It appears as code: Using save link as works, though.
User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

Post by solarsnowfall »

That's really odd, because several people have already dled it with no issue....
User avatar
grubber
Site Founder
Posts: 230
Joined: Wed Jun 29, 2005 18:57
Location: Czech Republic, Zlin
Contact:

Post by grubber »

@TDA: FireFox? Same here...
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

Yep. Version 1.0.4
Post Reply

Return to “Projects”