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Devil Worms Pack

  • MagicWazard
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9 years 5 months ago #21 by MagicWazard
Replied by MagicWazard on topic Worm Pack

doomedarchviledemon wrote: MagicWizard: The projectile for the Elder Worm should be a little larger now... I think. I can't remember if I changed that or not it's been so long. If it is still too small please let me know. Also, I have not seen this unshootable issue you seem to be running into myself. Since your last post have you encountered this issue again?

It's Wazard with an "A". Long story; won't get into it here. (It's mostly nonsense anyways.) In any event, I haven't tried the update yet, so I can't say if the unshootable issue still happens, but I will give it a try and let you know if I see it again.

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8 years 11 months ago #22 by doomedarchviledemon
Replied by doomedarchviledemon on topic Worm Pack
Back from the dead!

Sorry for being gone for so long. Just wanted to mention another update to the worm pack. I have now gotten the worm's tails to show up near perfectly now! What I mean by that is the tails are now spawning at all times and during every action that they do, thus making them look a lot more like they have long worm bodies! Horray! That being said there are parts in some of their actions that minor separations can be seen, but they are not too terrible I think. There's also the issue that the tails will stop spawning if they go into their pain state while in the air and I am unsure if I can do anything about that.

In addition, I have also edited the teen and adult worm's sounds and have now included sounds for the elder worm. The adult worm also spits out twice as many rocks, which have been given a little more speed, as I felt it would be fitting. The rock spit attack started with the teen worm so it really just learned how to do that attack. As an adult it would have had more time to make that attack stronger and given its size would be able to spit more rocks.

As of right now the only thing I have left to do is figure out how to make the tails solid without affecting the worms themselves, and make it so that the Elder worm's tail hurts other actors when touching them. I have already posted this question on the Zdoom forums because I am having issues with this.

You can download the newest version of the worm pack on the first post. Any feedback is most appreciated as always!

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8 years 11 months ago #23 by MagicWazard
Replied by MagicWazard on topic Worm Pack
I found that the tails tend to separate during the pain phase, though they hold together well enough at other times. I also found that the adult worm doesn't seem to be effectively shootable while it's roaming around. It looks like the player's weapons don't even attempt to aim at it normally--only while it's attacking or leaping.

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8 years 9 months ago - 8 years 9 months ago #24 by doomedarchviledemon
Replied by doomedarchviledemon on topic Worm Pack
The worms are nearly complete!

I have fixed the issue with the auto-aim not working on both the Adult and Elder worm and should now be shootable whenever they are above ground. I also put in a little bit of code into the pain state to try and close that little gap where the tail separated. I believe this is going to be as close as I can come to getting it seamless.

In addition I also enlarged the guts of the teen, adult, and elder worm so that they feel like they are of appropriate size to match their bodies, instead of all of them having baby sized guts. There are multiple types of guts that are expelled during its dying phase now as well. Previously it was only spawning one of the four types of guts when the worms shook before exploding due to me not realizing that I only put the single type of gut on all of the spawns. Oops.

[strike]As of now I am quite happy with these worms and have no plans on changing anything about them. That does not mean I won't change something if I get feedback on them though, I simply see them to be done as far as I am concerned. [/strike]If anyone has any feedback on them please let me know and I'll see how I can make these monsters better.

EDIT: I have changed my mind! I just thought of something I'd like to add to these monsters before making it complete. These things include:
1. Eggs for the Baby worms to come out of
2. Having the worms come out of the ground as part of their See state.
These will both be optional as well, meaning someone can either have them sitting out in the open like normal or have them hidden and come out of the ground when they are aggravated.
Last edit: 8 years 9 months ago by doomedarchviledemon.

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8 years 9 months ago #25 by Warchild
Replied by Warchild on topic Worm Pack
The nature of earth is not was it once was. So your worms fit in perfectly together with mutated nature and Animal themes ;)

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8 years 7 months ago #26 by doomedarchviledemon
Replied by doomedarchviledemon on topic Worm Pack
Small update with more of few questions on how to get this thing to work properly. As mentioned in my previous post I wanted to implement eggs for the baby worms and have the other worms come out of the ground instead of being on the surface from the start. Well, I got part of that done so far! The eggs are in but are not spawning the Baby Worms when they are suppose to, and the Teen Worm comes out of the ground just fine but then has this weird bug afterwards.

Firstly, the egg. Currently the egg will hatch and should spawn the baby worm when the player is within a certain range. (The player can also kill the egg before it hatches if they do not trigger it) When the player does trigger the egg to hatch the egg hatches like normal, but no baby worm spawns. Currently I am using the A_SpawnItemEx command which does not seem to work. I have also tried A_SpawnItem and A_CustomMissile which also do not work.
Well, A_CustomMissile works to an extent but it does not give me the result I want. Plus unless the worm is spawned high enough using this command it just dies instantly. Are none of these what I want to be using or am I just missing something?

Secondly, the Teen Worm issue. As stated above the worm comes out of the ground when the player is within a certain range of it and will appear as planned. I'll try to polish it up a little bit later of course. The issue I am running into is when it uses its Surprise Attack, which is when it jumps in the air and then does a Skull Attack. After it lands it will go back to the See state, even though I have it set to check to see when it lands, and then go to the Chase state instead of the See state. The code for this is the exact same as the others that check to see if it has landed and yet only on this action does it go back to the See state.

FYI, the Teen Worm is the only one with this coming out of the ground function at the moment.

If I could get some help with these two issues I would most appreciate it. The link on the first page has been updated with the newest version of the worms pack.

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  • MagicWazard
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8 years 7 months ago #27 by MagicWazard
Replied by MagicWazard on topic Worm Pack
For the hatching issue, I think your SpawnItemEx should include the flag SXF_NOCHECKPOSITION. I'm guessing that the egg is leaving no room for the worm to hatch otherwise.

For the SkullAttack issue, I think that might be a limitation of the attack function. I recollect something similar coming up when Blue Shadow and I were fixing a bug with the Hades Sphere on an older thread (that thread got deleted with the site rebuild). Blue Shadow would probably be able to clarify more about that.

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8 years 7 months ago #28 by doomedarchviledemon
Replied by doomedarchviledemon on topic Worm Pack
Alright, the egg is fixed and is working properly now.

Hm... if that's the case for the SkullAttack then that's a bit of a bummer. If I can't get around this issue I might forget about the worms coming out of the ground and leave it as is instead. Not a huge loss I suppose.

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8 years 7 months ago #29 by doomedarchviledemon
Replied by doomedarchviledemon on topic Worm Pack
I figured out a way to fix the issue with the SkullAttack thingy! Funny thing, I went to see a few nights ago and was thinking about this issue. Then I thought about the egg and was like... why don't I just make another 'egg' actor to do that breaching out from the ground for the worm and leave the worm as it was before all of this nonsense? Another one of those 'This is impossible, oh wait just do this really really simple thing and it will all be fine duh' moments. :ouch:

Anyway, all of the worms now have Normal Spawn and Breaching Spawn options, as well as eggs for the baby worms. With these finally implemented I am calling it. This worm pack is now complete and I do not plan on implementing any more mechanics to them at this time. I am satisfied with how they have turned out and would love to hear everyone's thoughts on the final versions.

*Single celebratory party popper*

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8 years 6 months ago #30 by Fiorello1
Replied by Fiorello1 on topic Worm Pack
When i shot the teen worm with a doom weapon it says: Jump Target "Chase" Its not found in Teenworm. Why this is happening?

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