Alright, so I just finished making the graphics for the Wizard Lizard's second attack. The thing is that I can't get him to do the second attack. Can someone help me out here?
The second attack isn't being used because it's never being called at all. I suggest adding an A_Jump function at the start of the missile attack so it has a chance to use the Hadoken attack.
Ah ok. I got it. So it's pretty much like how secondary death animations work?
So what would the coding look like if I wanted 3 attacks for one enemy? Would it look like this? The bold stuff in the coding are the new additions I made:
\\actor WizardLizard replaces Archvile
{
obituary "%o was irradicated by a Wizard Lizard."
health 750
radius 20
height 48
mass 500
speed 15
painchance 10
scale 1.1
seesound "wizardlizard/sight"
painsound "wizardlizard/pain"
deathsound "wizardlizard/death"
activesound "wizardlizard/active"
MONSTER
+FLOORCLIP
+NOTARGET
+QUICKTORETALIATE
+SHORTMISSILERANGE
states
{
Spawn:
WIZL A 10 A_Look
loop
See:
WIZL ABCD 2 A_Chase
loop
Missile:
NULL A 0 A_JUMP(150, "hadoken") NULL A 0 A_JUMP(150, "ice-shot")
WIZL E 0 bright A_VileStart
WIZL F 8 bright A_FaceTarget
WIZL G 8 bright A_VileTarget
WIZL HIJKL 8 bright A_FaceTarget
WIZL M 8 bright A_VileAttack
WIZL N 15 bright
goto See
Hadoken:
WLHA AB 3
WLHA C 6
WLHA D 0 A_PlaySound("wizardlizard/hadoken")
WLHA D 2 Bright A_CustomMissile("WLHadoken",30,5,5)
WLHA E 5
WLHA B 3
goto See Ice-Shot:
WLIS A 3
WLIS BCD 3
WLIS E 3 BRIGHT A_CustomMissile("WLIceShot" 30,5,5)
WLIS FGH 3
WLIS I 3 BRIGHT A_CustomMissile("WLIceShot" 30,5,5)
WLIS J
goto See
Pain:
WIZL O 5
WIZL O 5 A_Pain
goto See
Death:
WIZL P 5
WIZL Q 5 A_Scream
WIZL R 5
WIZL S 3 A_NoBlocking
WIZL TUVW 3
WIZL XY 3
WIZL Z -1
stop
}
}
Location: Programmer's Room, talking to Will Harvey
Postby DoomRater »
Remember the probability is out of 255 and you'll be set. Also the probability of the third attack coming off comes from the probability of the first attack FAILING times the probability of that one working.
Blurg. I kinda stopped working on this project. I'm stuck in the middle of Wizard Lizard's final attack, which is a dual homing ice attack. I just kinda lost inspiration for it...
Oh well, maybe I'll work on Medi-Lizard or something... or maybe I can release a demo of what I got so far.
I finally got my lazy ass in gear and finished the Wizard Lizard's last attack, the Dual Ice Shot. All I have to do is finish working on the smoke trail for the ice shot and set up the ice deaths for everything. Now this leads me to my next question:
How do I have my ice shot projectile have its own smoke trail? Also, how do I set up ice deaths for my enemies?
For the smoke trail for my ice shot projectile, I want it so that it has its own custom smoke trail whenever it homes on you instead of using the default bullet smoke that the Revenant missiles use. How exactly do I set up ice deaths for my enemies? In the example at the ZDoom wiki, it shows this:
For freeze deaths, you won't need to use a specific Ice state at all, unless you want to create your own "frozen" frame. The wiki's example assumes that you created your own V frame - leave out the Ice state, and ZDoom will generate one automatically by colormapping it.
Oh shit, I think I just figured it out. All I did was add in the +ICEDAMAGE Flag to the Ice Missile and the Wizard Lizard guys who use the Ice Missile attack were able to freeze the enemies. The only problem is that it won't play the shattering sound. Is that something that I have to define myself in the SOUNDEF file or whatever the hell it's called?
It has two new enemies, the Fanatical Samurai Lizard and the Wizard Lizard. The Wizard Lizard is still a bit buggy (the Ice Missile's smoke trail spawns funny) and I might have to change his stats around a bit (maybe even fix how often he does his three attacks) but aside from that, it's all functional. A major change from this version from the other releases is that the Assault Shotgun has been removed (forgot to mention this in the textfiles...). One of the SWAT Lizard still uses it though, so watch out for him!
I still have lots to do for this mod. I don't really have any idea on what to do with the Lost Soul, Spider Mastermind and Cyberdemon, however, I already have an idea on what to replace the Baron of Hell and the Revenant. The Barney Calhoun Lizard and the Mafia Lizard will eventually have brand new sprites. I haven't decided whether or not to make the SS Wolfenstein guys a joke enemy and replace them with two enemies from a certain "permanently-in-hiatus" Wolf-3D mod or do something completely different with it. I still need to find new sounds for the enemies "See" sound. Right now they still use the default Doom zombieman sounds. I am having trouble finding some some sight sounds that sounds Metal Slug-ish. I might make a new Fullscreen HUD if enough people ask for one. I personally would want to make one that is similar to the default ZDoom one, except somehow incorporate the Statusbar face into it. That's all I have planned on the long run for now.
@Visplane: Yeah, I haven't the slightest clue as to why the Wizard Lizards do that. I did fix the Ice Missiles' spawning position (Not the Ice Missiles' smoke trail though.) The Bazooka Guys and Heli-Lizards sometimes do the same thing, but it'll correct itself sometimes. It's weird.