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Monsters
Thought I'd start a thread on this, it could have gone in Gameplay Potential, but this is more specific.

What are the favoured special abilities for monsters to have?

Shield
Homing shots
poison
wall / ceiling climbing
leaping
explosive death
ressurection
cannabalism
spawning / cloning
Teleportation
Dodging

That's off the top of my head, anyone have any other cool ideas or concepts?

And what new abilties could the old monsters have - like Scrags that change to swimming if they enter water (thanks text_fish) or an Ogre that pisses on the player after killing them (thanks Romero).
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Oh Lunaran 
you certainly are the Duke of Awesome. 
Eighty 
Black goats of the woods? 
#120 
End of discussion. 
Hmm 
I'm amazed that he missed the filled with cocks (cox?) line... 
Lunaran Is Madfox 
there i said it 
Example Bones 
here's a test map with bones.

I have the idea the trick of making it swing with an axe for more than 128 points also is responsable for it'slightly disappearing.

http://members.home.nl/gimli/bones.zip 
Nice 
He's pretty cool.

He has alot of health, much more than I'd expect for such a creature.

His close combat attack animation could be better. Is he using a laser whip? I'd suggest having the movement of the arm much more exaggerated, maybe an overarm smash type movement. If you want to really get it down it'd be cool to see two or even three different animations, with bones randomly choosing which attack to make.

And finally, I saw him die twice occassionally - running through the same anim more than once.

Hopefully you'll take these as constructive criticisms.

Shine on you crazy diamond. 
Bones 
actually it has the same properties as the enforcer, only i made his health 130 in stead of 80. In Qmle you can see that it is the laser bullit I used to convert a kind of whip.

But as it takes more than 2 model units from origin this is also the reason the monsters just disapears. First I thought it as a new manner to respawn the monster. But it can be seen as a bug.

I could make some extra frames for attack. By now I am more worried about the fact he won't die. Same failure I have with the doom monsters.
Sometimes one qc for the new monster isn''t enough and it needs more attachments to the AI.QC Only a newbe in kjuci

I am only waiting for your constructive criticism. If I play it onmy own computer chance is great I play the wrong one..haha. 
Re: Bones 
You do realise the skin you've taken from Q3A - the 'default' bones skin - isn't bone, it's an x-ray, right? Right?
The skin you probably want is bones/bones.tga 
I Was Wondering Why He Was Green. 
:P 
Uh... 
it was the one I thought it was bones.
wrong? Wrong? haha!
If you dare to take bones x bones I'll nail you to the bone! rlof!

but then again.., you're right. Although I like this one. 
I Think It Looks Boney 
The bones of the Garfish are green! 
 
Then maybe it's a skeleton of a Deep One. 
So 
where are my x-ray spectacles... 
Well Pardon Me For Pointing It Out 
 
Awesome 
 
How Did Kell Infer Hostility From Madfox's Post? 
especially after he said "you're right" 
Haha 
It is probably the repronauncion of "right", which suddenly gave me the impulse of inforcement of your answer.

I'm more concerned with someone telling me of his statement, from which I can learn, than I felt disputed.

I have the cyberdemon from doom converted in Quake. When I added the cybershot to its subroutines it came to as if the projectile comes turned to the player in stead of round rotating.
It rotates, but in the wrong way. I tried to change the compass angles but the effect stays.

http://members.home.nl/gimli/cyb01.jpg

so the chance it faces the player becomes random.

http://members.home.nl/gimli/cyb02.jpg 
.avelocity 
controls rotation speed.

In the code where the missile is fired, do

newmis.avelocity = '0 300 0';

You will need to experiment with the numbers. One of them does end over end rotation (like it is rolling towards the target), one of them does frisbee-like rotation, and the other does corkscrew rotation, where it apears to drill its way through the air. You can adjust the size of the number (it's degrees per second), and also the sign of the number (negative will rotate the other way), and you can also specify all three (grenades do this).

self.angles will likely want to start facing the directin of fire. See how the rocket code sets newmis.angles for how to do this. 
 
missile.velocity = (self.enemy.origin - self.origin) * 1000;
missile.angles = vectoangles (missile.velocity);
missile.avelocity = '0 0 1000'; 
Thanks! 
Will try this out, explains a lot of the way it can be done.

Here's some new convertions.

http://members.home.nl/gimli/cyber0.gif
http://members.home.nl/gimli/s0ul.gif
http://members.home.nl/gimli/manq0.gif

The textures are still awfull, but sofar I got most frames for the model to make them work in Quake. Having now this mancubus shooting two guns at the same time... is this just alike the wizard spike? 
Cyberdemon Looks A Little ... Short 
shouldn't that dude be like 128 tall? 
MadFox 
There is already a CyberDemon model available I reused in Event horizon map. Unfortunately I don't think I have the corresponding .qc files...

However, if I rememeber well, aguirRe provided me some help for progs.dat generation, and about CyberDemon model skining, so I guess he has the .qc files: ask him ;) 
 
Unless I'm mistaken these are conversions of the jDoom models. I remember an ancient cyberdemon qc mod but the model probably wasn't great. 
 
The models are scaled to the player length so I can test them in Quake. When the frames are centered it is easy to rescale them. I'm just trying sorts of attacks. Like the Cybershot.

JPL - If you used it in your mod then the progs.dat could be recompiled for the corresponding mdl. My convertions are just a hype of the moment, and I wonder if I can adjust a quake.qc

I downloaded the models on a site when I discovered they were convertable with Milkshape. I just need one for making a base model. Could be jDoom, I forgot. The frames content respawning acts, which indicate they were for respawn. 
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