Lost Souls have 100 health and deal 3-24 damage in doom.
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Senban, I like that lost soul idea so much that I want to use it
But I'm adding on to the idea. Any monster that you gib in coop will turn their head into a Lost Soul 
Lost Souls have 100 health and deal 3-24 damage in doom.
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Nice idea. I'd also be inclined to tone down the damage caused by the split-spawn (a little). Thinking about lost souls, I reckon you could do a pretty good lost soul with out any modeling. Just take a Death Knight (or whatever) head as the entities self.mdl, and have it spawn the explosion sprite a couple of times a second. If you gave it self.th_missile, _melee etc you could probably use flymonster_start or a minor bastardization of that code to set it off, and let one of the existing monsters spawn it. Seems like the sort of foul sorcery a Shalrath might dabble in.
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Another idea
Spawn - has a chance to split into two spawns after being attacked. The new spawn has the same current health as the original spawn. Spawns that have multiplied can only do so a number of times (to keep the server from dieing). That or just have a max on the number of spawns allowed.
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Have you met the SuperCoop rotweilers yet? The current build of SuperCoop has a nicely pimped fiend which is about 99% finished and looks utterly awsome with Qracks QMB particles.Originally posted by Canadian*Sniper View PostSome ideas I came up with.
Fiend - has the ability to disapear for a bit. They can still attack you and they can still be damaged. You can still hear them. This is sort of a ripoff doom where they have the invisible Demons named "Spectres". This idea was influenced by doom, supercoop's teleporting scrag, and rquake's phasing knights.
When I get to the Death Knights I'm going to do them on a (pseudo) elemental basis. Flame (good ole fashioned), Thunder (Lightning bolts), Venom (poisoned weapon), and Mountain (slow moving, no ranged attacks, buckets of health). Possibly a 5th Element of super rare Void Knights (with a variety of hideous powers to be dreamed up at a later date)Originally posted by Canadian*Sniper View PostDeath Knights - all monsters near a deathknight regenerate 1 health every second. Monsters can not exceed their max health. This is taken from Warcraft3's Death Knights.
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Some ideas I came up with.
Fiend - has the ability to disapear for a bit. They can still attack you and they can still be damaged. You can still hear them. This is sort of a ripoff doom where they have the invisible Demons named "Spectres". This idea was influenced by doom, supercoop's teleporting scrag, and rquake's phasing knights.

Scrags - give them a charging attack where they launch at you fast moving in 1 direction. Heh, this is a ripoff of doom as well
Pesky Lost Souls.

Death Knights - all monsters near a deathknight regenerate 1 health every second. Monsters can not exceed their max health. This is taken from Warcraft3's Death Knights.
So ya. I'm very unoriginal
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Yeah but that means writing my own code, I'd rather just copy and paste
. This would be an "at some point" project anyway. Getting the behaiviour down and optimizing him for coop with 2 to 4 playres will be grand for now, then I can fix up other aspects of the game and come back to it. Alt-Fire, Reloading and blasters are a high priority just now as is "last man standing" in some of the game modes. I also want to put in chainsaws if I can get a good .mdl for them
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To count players on the server, do a find loop searching for the classname "player"
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Without the Thunderbolt a supercoop player can only inflict 6630 points of damage (assuming every last pellet hits, but hey, it's a big target), and my strategy for making Chthon a bastard is going to focus more on him being able to defend himself than having him absorb damage. Plus I may well have him respawning in coop and deathmatch! I'm also thinking about rewarding monsters with a bit of Quad or Pent when they kill players. In terms of him defending himself I'm thinking Heat Seaking rockets, full speed rockets and have him draw off the lightning buttons so every time he gets shocked he gets .ammo_cells and when he has .ammo_cells he can shoot out his own lightning just like a shambler. If I can find a way to tell him how many players are on the server I might add a bit to his health for each player there though.
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Senban: DPMod does have insane weapons, but the more mundane weapons aren't that much stronger. Shotguns are 42 per shell. Nailguns are 15 per nail, and SNG does 20 nails per second instead of 10 large nails per second. Ammo limits in Single player are the most insane, though. In the current SVN build (don't know if there's been a release since this was changed), you can hold up to 4000 of each ammo in single player. Chthon at 10000 health does take a bit of killing, but it's still only just a chanllenge for me (even on skill 2). That's why I said 25000...
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I had him running with FL_MONSTER for various reasons. You have to add a few functions or he crashes the game. The trouble then is that he becomes very easy to distract because it makes him react to pain like a normal monster so every time he get's shot he changes his target.
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That's a problem I somehow solved back then. Chthon would just stare after killing the target. I think I fixed it by putting a "look for new enemy" check at the end of the staring frames. Funny thing about Chthon is it's normal frames are the attacking frame. Also, Chthon doesn't have the FL_MONSTER bitOriginally posted by Senban View PostThe main problem I'm having with Chthon just now is getting him to fight sensibly against respawning opponents.
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That sounds a lot like what I'm working on. I'm giving him a lot less health than you suggest (depending on skill and whether it's coop or not I'm giving him 1-5000), but the weapons in DPMod are pretty mental. I haven't thought about teleporting the monsters in, but thats going to be pretty tough, although if it gave me AI for teleporting Shamblers that might have fun applications else where in the game! The main problem I'm having with Chthon just now is getting him to fight sensibly against respawning opponents.Originally posted by Lardarse View PostFor Chthon, I at least partialy recommend being able to take him down with normal weapons. You need to give him a lot of health (DPMod has 10000 and that's barely enough for single player).
I suggest 25000 (15000 on easy), with it taking half damage from explosions and +50% from LG, and the lightning columns doing 4000 (no, I don't mean 5000) to it per attack.
Then have it warp in monsters as it gets damaged, and have it go into "panic mode" at 5000 or less.
And better than just usng the monsters that are used for the end effect is to actually have new monsters be created as and when it needs them.
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Hell knights have 3 "attack" animations: The horizontal swing that most people know of, a vertical swing, and pointing straight forward.
Whatever you do, don't have the vertical swing just do the same thing as the horizontal swing...
For grunts and enforcers, you could consider randomly having diffrerent weapons.
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