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[SUBMISSION] Dread Knight

  • Ak47fu2
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11 months 4 weeks ago #1 by Ak47fu2
[SUBMISSION] Dread Knight was created by Ak47fu2
Name: Dread Knight
Difficulty: Medium
Connections: Hell knight
Summon: Dreadknight
Melee: Yes
Distance: Projectile
Type: Demon Cybernetic
Brightmaps: No
Actor modification: No
ACS: No

Credits:
Code: Werlyñakadera
Code Edit: Ak47fu2
Sounds: Id Software
Sprites: Id Software, Bethesda, Raven Software, Craneo, and Werlyñakadera
Idea Base: Doom Eternal Dread Knight
Extra thanks to Werlyñakadera for letting me edit the code for my mod and post the whole Dread knight here.

Description:
The Dread Knight from Doom Eternal!

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  • DeVloek
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11 months 2 weeks ago #2 by DeVloek
Replied by DeVloek on topic [SUBMISSION] Dread Knight
Using A_SkullAttack for the charge/jump attack is a neat idea, but it has some problems.
  • When this attack hits, it doesn't deal any damage. To fix this, give the Dreadknight actor a damage value (as if he was a missile).
  • The code suggests that the attack deals explosion damage during the attack animation, however this damage is only dealt if the target is in the exact right spot along the movement path, which is rarely the case. I think this could be fixed by only allowing A_SkullAttack to happen within a certain range threshold. Alternatively you could remove this damage altogether and just use the "missile" damage that is dealt by A_SkullAttack itself (if you add a damage value to the actor as suggested above). But limiting the range would also make the attack look better, it looks kinda weird when he charges at you from a distance but the whole attack animation is played out long before he comes close. You could try different values for MaxTargetRange and see what works best.
  • When the attack misses, the dreadknight keeps on moving until he hits an obstacle or performs another A_SkullAttack. This can probably be fixed by adding A_Stop to the first frame of each state.
A few more issues I found:
The custom sounds aren't included with the pk3, so the projectile is completely silent.
Also the melee attack is silent, and the sound that is supposed to play during the charge attack doesn't seem to work either. A_Playsound is deprecated anyway and should not be used anymore, use A_Startsound instead.

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  • Ak47fu2
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  • Chaingunner
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11 months 2 weeks ago #3 by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Dread Knight
Thanks. I will try and fix those issues. I thought it was set up to use baron sounds but I guess it doesn't or it uses some sounds that I forgot to include. I will fix that.

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  • Gothic
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11 months 2 weeks ago #4 by Gothic
Replied by Gothic on topic [SUBMISSION] Dread Knight
Any chance of adding arm blades?

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  • Ak47fu2
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  • Chaingunner
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11 months 2 weeks ago #5 by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Dread Knight
Not sure since the sprite doesn't have them (although I thought I remembered some that did, I will look for them)

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  • Ak47fu2
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11 months 2 weeks ago #6 by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Dread Knight
The one I was thinking of didn't have them.

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  • Gothic
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11 months 1 day ago #7 by Gothic
Replied by Gothic on topic [SUBMISSION] Dread Knight
I'm afraid this cannot be accepted in its current state. You should make it look, sound and act more like the real Dread Knight.

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  • Ak47fu2
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  • Chaingunner
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11 months 1 day ago #8 by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Dread Knight
Its okay. I agree lol. I will eventually try remaking the code myself once I have more of the other projects that I planned to do done (might be awhile).

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  • Gothic
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7 months 3 weeks ago #9 by Gothic
Replied by Gothic on topic [SUBMISSION] Dread Knight
Closing this for now. You can resubmit it when you can make it resemble more the enemy it's based on.

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