What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#1922 Posted 03 February 2011 - 12:52 PM
darkcaleb, on Feb 3 2011, 12:28 PM, said:
no, i hope to have time to finish this trooper for now.
#1925 Posted 04 February 2011 - 04:31 PM
#1927 Posted 05 February 2011 - 12:16 AM
#1928 Posted 05 February 2011 - 12:28 AM
#1929 Posted 05 February 2011 - 12:57 AM
High Treason, on Feb 5 2011, 12:28 AM, said:
Yes bullets would pass through the enemy while it is dying but they would be new bullets, and the trick is getting the new ones positioned properly so it seems like they are continuations of the old bullets. They also need to be bullets fired by the player in order to make decals and give the player credit for the shots (important if your mod treats player bullets differently from enemy bullets for any reason).
#1930 Posted 05 February 2011 - 04:01 AM
#1932 Posted 05 February 2011 - 09:44 AM
#1934 Posted 05 February 2011 - 12:01 PM
DeeperThought, on Feb 5 2011, 06:57 AM, said:
Ohhh, that's too much of workaround
Presumably you got stuck by the htg_t 8 thing, which happen a tick after the bullets are fired.
The way to do things is to every time a bullet is fired, check all actors in the map and set the cstat during the process if sprite.extra equal to less than sprite.htextra
One problems with the way consecutive bullets are fired by the player, but I didn't tested this yet.
This post has been edited by Fox: 05 February 2011 - 12:03 PM
#1935 Posted 05 February 2011 - 12:04 PM
Fox, on Feb 4 2011, 07:31 PM, said:
That's awesome. I want to implement this in my mod at some point.
#1936 Posted 05 February 2011 - 12:11 PM
Fox, on Feb 5 2011, 03:31 AM, said:
You can use my non-complete DoomTC
http://m210.ucoz.ru/.../DoomTC_2.0.rar
I don't think that I'll finish it sometime, may be somebody can finish it
This post has been edited by M210: 05 February 2011 - 12:11 PM
#1937 Posted 05 February 2011 - 12:24 PM
Fox, on Feb 5 2011, 12:01 PM, said:
Something like this?
onevent EVENT_EGS ifactor SHOTSPARK1 ifspawnedby APLAYER { headspritestat spriteid 1 whilevarn spriteid -1 { ifvarvarg sprite[spriteid].htextra sprite[spriteid].extra { getactor[spriteid].cstat temp xorvar temp 256 setactor[spriteid].cstat temp } nextspritestat spriteid spriteid } } endevent
#1938 Posted 05 February 2011 - 12:53 PM
However I havent tried it that way, yet. Hard to explain.
#1939 Posted 05 February 2011 - 01:02 PM
Fox, on Feb 5 2011, 12:53 PM, said:
However I havent tried it that way, yet. Hard to explain.
What I actually use is different because it's for a piercing bullet upgrade that causes bullets to pierce through enemies even if they are still alive (non enemy sprites, too, such as garbage cans). Therefore, I can't change their cstat and I have to make the "same bullet" hit the enemy and keep going. Using a hackish method is unavoidable for that feature.
This post has been edited by DeeperThought: 05 February 2011 - 01:02 PM
#1940 Posted 05 February 2011 - 01:14 PM
DeeperThought, on Feb 5 2011, 12:32 PM, said:
Back in business.
Could you give a hint what this is? It looks exteptional good, but ... yes, a n00b question.
#1941 Posted 05 February 2011 - 01:24 PM
Hank, on Feb 6 2011, 10:14 AM, said:
http://www.moddb.com/games/wgrealms-2
#1942 Posted 05 February 2011 - 02:13 PM
Finally made my player model.
Heres the currently unanimated model in 3rd person view.
Personally I think I need to make his skin darker so it blends less with his clothing.
Here's what your multi-player dopplegangers will look like.
#1943 Posted 05 February 2011 - 10:37 PM
Laser with an extremely long trail.
That slowly fade.
Trail damage when you touch it diminish as the trail fade.
Was long as hell to make but I did it.
Here is three shots of those long lasers.
PS they bounce a few times.
This post has been edited by Zaxtor: 05 February 2011 - 10:38 PM
#1945 Posted 06 February 2011 - 08:03 AM
Yes look a bit like RPG trail.
is fairly easy to avoid not to get hit.
It doesn't move that fast. About 0.48 the speed of RPG speed.
This post has been edited by Zaxtor: 06 February 2011 - 08:04 AM
#1950 Posted 08 February 2011 - 12:32 AM
Jhect, on Feb 8 2011, 12:19 AM, said:
Look at the water. The water surface is not made of sprites.