[SUBMISSION] Shotgun Monk
- TyrannotitanFan
- Topic Author
- Lost Soul
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2 years 2 months ago - 2 years 2 months ago #1
by TyrannotitanFan
[SUBMISSION] Shotgun Monk was created by TyrannotitanFan
Information:
Name: Shotgun Monk
Difficulty: Easy (unless you got hit by Dynamite)
Connection: none
Melee: No
Summon: ShotgunMonk
Distance: hitscan and Dynamite (projectile)
Type: Human
Credits:
Code: TyrannotitanFan
Sounds: Monolith Productions
Sprites: Monolith Productions
Idea Base: Cultists from Blood
Description:
One-eyed shotgun welding Tchernobog cultist who'll throw sticks of dynamite at you.
Sprite:
https://www.dropbox.com/s/z8if6izvh5s3cuv/MARAA8A2.png?dl=0
Download Link:
https://www.dropbox.com/s/lx2tokt8m5q5pr3/Shotgun_Monk.zip?dl=0
Thrivia:
If someone will ask about "Why are the sprites named like MARAA8A2?" it's because Blood sprites are rotated in opposite direction to the Doom ones.
Name: Shotgun Monk
Difficulty: Easy (unless you got hit by Dynamite)
Connection: none
Melee: No
Summon: ShotgunMonk
Distance: hitscan and Dynamite (projectile)
Type: Human
Credits:
Code: TyrannotitanFan
Sounds: Monolith Productions
Sprites: Monolith Productions
Idea Base: Cultists from Blood
Description:
One-eyed shotgun welding Tchernobog cultist who'll throw sticks of dynamite at you.
Sprite:
https://www.dropbox.com/s/z8if6izvh5s3cuv/MARAA8A2.png?dl=0
Download Link:
https://www.dropbox.com/s/lx2tokt8m5q5pr3/Shotgun_Monk.zip?dl=0
Thrivia:
If someone will ask about "Why are the sprites named like MARAA8A2?" it's because Blood sprites are rotated in opposite direction to the Doom ones.
Last edit: 2 years 2 months ago by TyrannotitanFan.
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- Gunslahyer_Pi
- BFG Commando
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2 years 1 month ago - 2 years 1 month ago #2
by Gunslahyer_Pi
Replied by Gunslahyer_Pi on topic [SUBMISSION] Shotgun Monk
That's awesome AF! I could rework the decorate to make them multi purpose. Machine guns etc etc
Last edit: 2 years 1 month ago by Gunslahyer_Pi. Reason: Typo
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- TyrannotitanFan
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- Lost Soul
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2 years 1 month ago #3
by TyrannotitanFan
Replied by TyrannotitanFan on topic [SUBMISSION] Shotgun Monk
Like Zealots, Fanatics and Acolytes from original game?
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- Gunslahyer_Pi
- BFG Commando
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2 years 1 month ago #4
by Gunslahyer_Pi
Replied by Gunslahyer_Pi on topic [SUBMISSION] Shotgun Monk
Pretty much. I can script out different attack types. Bullets and plasma. Still working on behaviours and grenades though.
Never the less, I'm happy to see these dudes make it here. They were always fun to blow up.
Never the less, I'm happy to see these dudes make it here. They were always fun to blow up.
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- Gothic
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2 years 1 month ago #5
by Gothic
Replied by Gothic on topic [SUBMISSION] Shotgun Monk
There's an error, it calls for a non existent "dynamit" actor.
Other than that, this is an alright monster, nothing else to say.
Other than that, this is an alright monster, nothing else to say.
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- TyrannotitanFan
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- Lost Soul
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2 years 1 month ago #6
by TyrannotitanFan
Replied by TyrannotitanFan on topic [SUBMISSION] Shotgun Monk
My bad. Just add "e" at the end of "Dynamit" since it is the polish term for "Dynamite" (this NPC was going to be in my modification in my native language, but the map files got corrupted)
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- Gothic
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2 years 1 month ago #7
by Gothic
Replied by Gothic on topic [SUBMISSION] Shotgun Monk
Gave it another try, and there are a couple of issues with this
-The dynamite stick is too big, it should be scaled down to 0.5, then re-scaled back to 0.8 on its death animation.
-The fire sound it plays on its spawn state should be played in the first frame with the NoDelay keyword, and instead of using A_PlaySound, use A_StartSound since it's more flexible. This example plays the sound on slot 7, and it has the CHANF_LOOPING flag so it loops correctly without overlapping:
and don't forget to add A_StopSound on its death state so it doesn't play after exploding:
7 is the slot number the sound it's playing, it can be any other number except 0 or -1
-Speaking of the sound, the BURN sound you chose is not meant to loop, maybe you should change that sound effect.
-Sound files should be ogg instead of mp3.
-The damage of the dynamite stick should be reduced to half, since A_Explode adds to the damage.
-The cultist's spawn animation should be just 1 frame, instead of the animated ones the Doom monsters have, like this:
-The dynamite stick has DamageType Grenade, which isn't a real damage type and does nothing, so it should go.
-It lacks GLDEFS.
-This is optional, but Cultists from Blood also have an XDeath animation, maybe you should add it.
-The dynamite stick is too big, it should be scaled down to 0.5, then re-scaled back to 0.8 on its death animation.
-The fire sound it plays on its spawn state should be played in the first frame with the NoDelay keyword, and instead of using A_PlaySound, use A_StartSound since it's more flexible. This example plays the sound on slot 7, and it has the CHANF_LOOPING flag so it loops correctly without overlapping:
Code:
Spawn:
DYNA A 3 Bright NoDelay A_StartSound("BURN",7,CHANF_LOOPING)
DYNA BCDEFGH 3 Bright
Loop
Code:
Death:
TNT1 A 0 A_Setscale(0.8)
TNT1 A 0 A_StopSound(7)
DYEX A 2 Bright A_Explode
DYEX BCDEFGHIJKLM 2 Bright
Stop
-Speaking of the sound, the BURN sound you chose is not meant to loop, maybe you should change that sound effect.
-Sound files should be ogg instead of mp3.
-The damage of the dynamite stick should be reduced to half, since A_Explode adds to the damage.
-The cultist's spawn animation should be just 1 frame, instead of the animated ones the Doom monsters have, like this:
Code:
Spawn:
MARA P 2 A_Look
Loop
-It lacks GLDEFS.
-This is optional, but Cultists from Blood also have an XDeath animation, maybe you should add it.
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- TyrannotitanFan
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2 years 1 month ago #8
by TyrannotitanFan
Replied by TyrannotitanFan on topic [SUBMISSION] Shotgun Monk
Except GLDEFS (more specifically - brightmap graphics) I did anything mentioned above
Attachments:
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- Gothic
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2 years 1 month ago #9
by Gothic
Replied by Gothic on topic [SUBMISSION] Shotgun Monk
For the fuse sound, I think this would fit better:
If you don't have GLDEFS, you can use these:
Attachment not found
If you don't have GLDEFS, you can use these:
Warning: Spoiler!
Code:
Flickerlight TNT_TOSS
{
color 0.5 0.3 0.1
size 32
secondarySize 40
chance 0.7
}
Pointlight TNT_EXP_01
{
color 0.8 0.7 0.3
size 64
}
Pointlight TNT_EXP_02
{
color 0.8 0.7 0.3
size 72
}
Pointlight TNT_EXP_03
{
color 0.8 0.6 0.3
size 78
}
Pointlight TNT_EXP_04
{
color 0.8 0.5 0.2
size 82
}
Pointlight TNT_EXP_05
{
color 0.8 0.5 0.1
size 86
}
Pointlight TNT_EXP_06
{
color 0.8 0.5 0.1
size 90
}
Pointlight TNT_EXP_07
{
color 0.6 0.3 0.1
size 90
}
Pointlight TNT_EXP_08
{
color 0.6 0.3 0.1
size 84
}
Pointlight TNT_EXP_09
{
color 0.5 0.2 0.1
size 84
}
Pointlight TNT_EXP_10
{
color 0.5 0.2 0.1
size 78
}
Pointlight TNT_EXP_11
{
color 0.5 0.2 0.1
size 70
}
Pointlight TNT_EXP_12
{
color 0.4 0.1 0.1
size 60
}
Pointlight SGUN_CULTIST
{
color 0.6 0.4 0.2
size 40
}
Object Dynamit
{
Frame DYNA { light TNT_TOSS }
Frame DYEXA { light TNT_EXP_01 }
Frame DYEXB { light TNT_EXP_02 }
Frame DYEXC { light TNT_EXP_03 }
Frame DYEXD { light TNT_EXP_04 }
Frame DYEXE { light TNT_EXP_05 }
Frame DYEXF { light TNT_EXP_06 }
Frame DYEXG { light TNT_EXP_07 }
Frame DYEXH { light TNT_EXP_08 }
Frame DYEXI { light TNT_EXP_09 }
Frame DYEXJ { light TNT_EXP_09 }
Frame DYEXK { light TNT_EXP_10 }
Frame DYEXL { light TNT_EXP_11 }
Frame DYEXM { light TNT_EXP_12 }
}
Object ShotgunMonk
{
Frame MARAG { light SGUN_CULTIST }
}
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- inkoalawetrust
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2 years 1 month ago - 2 years 1 month ago #10
by inkoalawetrust
Replied by inkoalawetrust on topic [SUBMISSION] Shotgun Monk
Using a damage type like "Grenade" is definitely valid, it's not a damage type from any of the original Doom engine games, but it will definitely register as a damage type in ZDoom, and allow monsters to go into damage specific Pain.Grenade, Death.Grenade and XDeath.Grenade, be affected by damage factors etc, that is literally the point of custom damage types. The only issue I see with that damage type is that maybe an even more generic damage type like "Explosive" or "Explosion" would work better for wider mod compatibility.
Last edit: 2 years 1 month ago by inkoalawetrust.
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