[Submission] Holographic Decoy
- davidraven
- Topic Author
- Wraith
- Posts: 23
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
- Moderator
- Posts: 808
*Make it a monster, and friendly.
*Make it periodically look for enemy monsters, and have it fire an invisible, soundless attack that doesn't trigger pain, but gets the monster's attention, so the monster may attack the decoy instead of the player.
The downside to this approach, if it works, is that the monster will presumably attack the decoy until it "dies", instead of possibly losing interest/figuring out the trick and resuming attack on the player. So here's a suggestion involving ACS:
*When the Decoy is spawned, assign it a TID (probably using UniqueTID , and assign that TID to a variable.
*Have the invisible attack give an inventory item to the monster, and have that item perform Thing_Hate on the monster, with the TID of the "hatee" being the variable that contains the TID of the Decoy. Limit the MaxAmount of the inventory item to 1.
*After a random amount of time, have the inventory item call A_ClearTarget on the monster so that it gives up attacking the Decoy and may resume attacking the player.
*Allow the inventory item to remain in the monster's possession until the lifespan of the Decoy has passed, so it can't receive another from the same Decoy, and doesn't try to attack the same Decoy again--then, remove the item from the monster so that it could potentially be fooled by a different Decoy.
No, I don't know exactly how to code this to work, but it seems like it's possible, so I figured I'd make the suggestion.
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- davidraven
- Topic Author
- Wraith
- Posts: 23
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- MagicWazard
- Moderator
- Posts: 808
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- Dreadopp
- Administrator
- Posts: 183
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I would love that addition as wellMagicWazard 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.
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- Dreadopp
- Administrator
- Posts: 183
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