[SUBMISSION] RoboCain (Robocop 2)
2 years 1 week ago #51
by SkeletronMK666
Replied by SkeletronMK666 on topic [SUBMISSION] RoboCain (Robocop 2)
thank you . i'll start to work on him now.
also the grenade falling into the pain state is intentinal, part of his attack pattern is that he jumps to that state randomly if you flinch him. thank you, i'll be back to you soonish.
also the grenade falling into the pain state is intentinal, part of his attack pattern is that he jumps to that state randomly if you flinch him. thank you, i'll be back to you soonish.
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2 years 1 week ago #52
by SkeletronMK666
Replied by SkeletronMK666 on topic [SUBMISSION] RoboCain (Robocop 2)
i've edited everything in code that you've told me to edit, made the proper fixes, hope it works. come back to me with any errors or bugs i'll try to iron that out.
https://www.m*diafire.com/file/kyw2iv2pl8hgyse/CAIN2.0_v6.zip/file
https://www.m*diafire.com/file/kyw2iv2pl8hgyse/CAIN2.0_v6.zip/file
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- inkoalawetrust
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2 years 1 week ago - 2 years 1 week ago #53
by inkoalawetrust
Replied by inkoalawetrust on topic [SUBMISSION] RoboCain (Robocop 2)
The check to make Cain do his grenade attack when you are within 200 map units doesn't work, the firing state goes back to Missile+1, which makes it ignore the check, so just do Goto Missile instead, and maybe also increase the range to something like 384 or 512 map units, since currently he will only attack if you are very close, and there is also the issue that his own grenades can hurt him, so increasing the range in which he does his grenade attack could help. (Setting the flags parameter of A_Explode to 0 would also stop his grenades from harming him, since it will clear the XF_HURTSOURCE flag which is on by default. But I'm guessing you don't actually want that, so this is basically just a factoid.)
Also, try adding an additional check at the start of the Missile state that does this A_JumpIfCloser (MeleeRange,"Melee"), this will also make it so Cain can do his melee attacks if the target is close enough. Because his chaingun attack is the primary one, and if he doesn't have jumps like these. He just ends up staying in place and firing his minigun like a far tankier Chaingunner. Making him have a very small chance to wander around through an A_Jump call when shooting would also help break the monotony of him simply standing in place and shooting you.
Also, this is just a suggestion, but maybe add a more audible electronic laughing sound for the laugh state ?
Edit: Actually, making Cain go to his grenade attack state if the target is close enough while he is shooting, will make him attack with grenades endlessly until you are either in melee range, or outside of his grenade range. Which isn't much better than having him shoot constantly like a chaingunner. So that will require some kind of grenade attack delay, so that Cain can still shoot even if you are in grenade range. If that's too complicated to write, then I can help you with it.
Also, try adding an additional check at the start of the Missile state that does this A_JumpIfCloser (MeleeRange,"Melee"), this will also make it so Cain can do his melee attacks if the target is close enough. Because his chaingun attack is the primary one, and if he doesn't have jumps like these. He just ends up staying in place and firing his minigun like a far tankier Chaingunner. Making him have a very small chance to wander around through an A_Jump call when shooting would also help break the monotony of him simply standing in place and shooting you.
Also, this is just a suggestion, but maybe add a more audible electronic laughing sound for the laugh state ?
Edit: Actually, making Cain go to his grenade attack state if the target is close enough while he is shooting, will make him attack with grenades endlessly until you are either in melee range, or outside of his grenade range. Which isn't much better than having him shoot constantly like a chaingunner. So that will require some kind of grenade attack delay, so that Cain can still shoot even if you are in grenade range. If that's too complicated to write, then I can help you with it.
Last edit: 2 years 1 week ago by inkoalawetrust.
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2 years 1 week ago #54
by SkeletronMK666
Replied by SkeletronMK666 on topic [SUBMISSION] RoboCain (Robocop 2)
i'll make the grenade do a new damage type that will null to damage factor 0.0 on cain himself, that issue solved
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2 years 1 week ago #55
by SkeletronMK666
Replied by SkeletronMK666 on topic [SUBMISSION] RoboCain (Robocop 2)
https://www.m*diafire.com/file/n6znombg827thtm/CAIN2.0_V7.zip/file
-JUMPS TO MELEE IF TOO CLOSE
-FARTHER JUMPS TO GRENADE ATTACK
-OTHERWISE CHAINGUN
-SLOWED DOWN GRENADE ATTACK TO MAKE IT FAIR
-LAUGH STATE NOW FIRES BARRAGE OF GRENADES THAT WRECKS PLAYER, TO BREAK UP WITH THE MONOTNANY OF CONSTANT GRENADES
-JUMPS TO MELEE IF TOO CLOSE
-FARTHER JUMPS TO GRENADE ATTACK
-OTHERWISE CHAINGUN
-SLOWED DOWN GRENADE ATTACK TO MAKE IT FAIR
-LAUGH STATE NOW FIRES BARRAGE OF GRENADES THAT WRECKS PLAYER, TO BREAK UP WITH THE MONOTNANY OF CONSTANT GRENADES
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2 years 1 week ago #56
by SkeletronMK666
Replied by SkeletronMK666 on topic [SUBMISSION] RoboCain (Robocop 2)
ALL CAPS
also, defined a new damage type for grenade, cain SHOULD 100% RESIST IT
also, defined a new damage type for grenade, cain SHOULD 100% RESIST IT
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2 years 1 week ago #57
by SkeletronMK666
Replied by SkeletronMK666 on topic [SUBMISSION] RoboCain (Robocop 2)
[UPDATE]
https://www.m*diafire.com/file/8h27gbqz95t50bi/CAIN2.0_V8.zip/file
V8
-Cains Melee CANNOT be exploited as easily, i've added a_blast so he hits the player away like in the movie with his battering ram, melee NOW does 20-50 random dmg
https://www.m*diafire.com/file/8h27gbqz95t50bi/CAIN2.0_V8.zip/file
V8
-Cains Melee CANNOT be exploited as easily, i've added a_blast so he hits the player away like in the movie with his battering ram, melee NOW does 20-50 random dmg
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- inkoalawetrust
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2 years 1 week ago #58
by inkoalawetrust
Replied by inkoalawetrust on topic [SUBMISSION] RoboCain (Robocop 2)
Instead of using a custom damage type that will also be less compatible with other resources and mods. You should really just do
instead. It has the exact same effect of making Cain immune to his own explosives (Since the 0 removes the XF_HURTSOURCE flag), and allows you keep a generic damage type for the projectiles like "Grenade" or "Explosion".
Code:
A_Explode (ExplosionDamage,ExplosionRadius,0)
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2 years 6 days ago #59
by SkeletronMK666
Replied by SkeletronMK666 on topic [SUBMISSION] RoboCain (Robocop 2)
if there are any other changes needed to be made, then let me know. did you playtest the latest version yet?
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- Gothic
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2 years 6 days ago - 2 years 6 days ago #60
by Gothic
Replied by Gothic on topic [SUBMISSION] RoboCain (Robocop 2)
You should add a sight check at the end of its grenade attack, so it doesn't keep firing grenades when it stops seeing you:
Unless that is intended.
Even if the melee attack doesn't hit you, it can still throw you away.
The grenade has the states "Grenade", "Detonate" and "Mushroom", does it use them?
There are also unused explosion sprites in the pk3, do you plan to use them?
Code:
GrenadeAttack:
TNT1 A 0 A_JumpIfCloser(150,"MELEE")
CAIN A 15 A_FACETARGET
CAIG A 5 A_PLAYSOUND("CAIN/grenpop")
CAIG B 10 A_CustomMissile("OCPGrenade",64,12)
TNT1 A 0 A_CheckSight("See")
goto Missile
Unless that is intended.
Even if the melee attack doesn't hit you, it can still throw you away.
The grenade has the states "Grenade", "Detonate" and "Mushroom", does it use them?
There are also unused explosion sprites in the pk3, do you plan to use them?
Last edit: 2 years 6 days ago by Gothic.
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