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[Submission] Holographic Decoy

  • davidraven
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8 years 6 months ago #1 by davidraven
[Submission] Holographic Decoy was created by davidraven
Information:
Name: Holographic Decoy
Type: Inventory item
Palette: PNG
Summon: HolographicDecoy
Use type: Inventory
Duration: 14 seconds
Added States: No
ACS: No

Credits:
Submitted: DavidRaven
Decorate: DavidRaven
GLDefs: DavidRaven
Sounds: freesounds.org
Sprites: DavidRaven
Sprite Edit: DavidRaven
Idea Base: Doom(2016)

Description:
A portable holographic projector developed by UAC, it emits the (almost) perfect image replica of a marine. While it can't deceive the enhanced sense of smell of zombies and demons, it may work on human opponents...

(Note: it won't work on AI enemies, but it may be useful for deathmatchs :) )

Download link:
https://www.dropbox.com/s/1fg9c2c84hvkjyx/HolographicDecoy.zip?dl=0

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  • MagicWazard
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8 years 6 months ago - 8 years 6 months ago #2 by MagicWazard
Replied by MagicWazard on topic [Submission] Holographic Decoy
Here's a thought. How about adding the flag SXF_TRANSFERTRANSLATION to the SpawnItemEx function calls in HolographicDecoy and ActiveDecoy? This way, the ActiveDecoy will have the same suit color as the player that spawned it; if he is always green, but all the participating players are using different color suits, then it's not going to fool anybody. :) (Note that this will also cause the "light" effect on the HolographicDecoy actor to be translated, but this is probably preferable, since the light should match the color of the Marine Decoy it's projecting.)

Warning: Spoiler!
Last edit: 8 years 6 months ago by MagicWazard.

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  • davidraven
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8 years 6 months ago #3 by davidraven
Replied by davidraven on topic [Submission] Holographic Decoy
Oh, didn't knew about SXF_TRANSFERTRANSLATION, i changed the code a bit and it works :) (but not for the light, so I left it white).

Warning: Spoiler!

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  • MagicWazard
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8 years 6 months ago #4 by MagicWazard
Replied by MagicWazard on topic [Submission] Holographic Decoy
One more little nit-pick: the holographic decoy loops the running animation. This is physically impossible for a player to do without moving, which is another giveaway that this is just a decoy. I'd suggest instead taking the Duke 3D approach, and having it stand still, and periodically rotate, as though searching for targets; maybe even have it enter its attack frames periodically to give the appearance of shooting.

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  • Dreadopp
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8 years 1 month ago #5 by Dreadopp
Replied by Dreadopp on topic [Submission] Holographic Decoy
This is pretty cool. Any update regarding the post above?

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  • Tormentor667
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7 years 11 months ago #6 by Tormentor667
Replied by Tormentor667 on topic [Submission] Holographic Decoy

MagicWazard wrote: One more little nit-pick: the holographic decoy loops the running animation. This is physically impossible for a player to do without moving, which is another giveaway that this is just a decoy. I'd suggest instead taking the Duke 3D approach, and having it stand still, and periodically rotate, as though searching for targets; maybe even have it enter its attack frames periodically to give the appearance of shooting.

I would love that addition as well

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  • Dreadopp
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7 years 2 months ago #7 by Dreadopp
Replied by Dreadopp on topic [Submission] Holographic Decoy
There hasn't been any update for a while now so I'm going to close this. Feel free to make another submission if you'd like to give this item go in the future. :)

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