#335 posted by madfox on 2020/02/10 08:48:20
You must see charge_attack like the thing that creates the chainsaw swap pain.
While the Ogre wheels it's saw the charge attack acts like an extra boost.
Mincer has some while it bites. But a little back holding by doing so is recommended.
When a monster has a bite attack of 15* ldmg you can give the two surrounding frames a ai_ charge (8){}; they will count in when a player gets too close.
The attack will give a volume of 31* ldmg.
I deleted most charge attacks for the lower entities.
Toggle
#336 posted by madfox on 2020/02/11 22:32:25
While changing the animated button textures of quake to chasm I came upon the question how to make them turn on & off? Is there a flag for it or is it just the even or uneven frames that count?
Now the buttons keep animating while they are turned off.
#337 posted by yhe1 on 2020/02/12 04:55:58
How about chart of the monster's health and how much "real" damage they do (charge damage included)?
Chart Of The Charge
#338 posted by madfox on 2020/02/12 07:07:46
Indicating charge damage is a bit weird.
First of all, every melee attack has a charge(10) startpoint.
It can be adjusted with ldmg().
It can also be triggered by a phrase at the end of a frame ai_charge(count). So three attack scenes can have a charge with different count and moment.
Then there is the side_melee attack that also has it counts, see ai.qc.
Then there are the Launch attacks that are made up with a ldmg() statement.
So it is not always easy to say what the end count will be related to time in charge and distance.
Here is the chart of the charge:
every melee attack has 10* ldmg. So if (+ 0*) it's already (+ 10*)
chmbat - melee attack 15* (+ 5*) health 80
deadguy - melee attack 25* (+ 10*) missile_attack 20* health 180
fatguy - melee attack 25* (+ 0*) missile_attack 25* health 200
faust - melee attack 25* (+ 0*) missile_attack 25* health 180
goblin - melee_attack 20* (+ 2*) missile attack 25* health 200
gross - melee_attack 25* (+ 20*) missile attack 35* health 240
joker - melee_attack 20* (+ 0*) missile attack 25* health 200
lcapt - melee_attack 35* (+ 22*) missile attack ? * health 600
(missile attack lcapt will probably be the enforcer's laser ldmg)
lionguy - melee_attack 25* (+ 10*) health 350
ltrop - melee_attack 25* (+ 28*) missile_attack 35* health 500
mincer - melee_attack 35* (+ 9*) health 300
grunt - melee_attack 25* (+ 0*) missile attack scanhit health 180
orc - melee_attack 20* (+ 0*) missile_attack 30* health 300
piggy - melee_attack 25* (+ 10*) health 240
sarcof - melee_attack 25* (+ 0*) missile attack 35* health 500
bigSarc - melee_attack 55* (+ 0*) missile attack 75* health 3000
sphinx - melee attack 35* (+ 0*) missile_attack 25* health 500
BigSphi - melee attack 50* (+ 0*) missile_attack 50* health 3000
fantom - melee attack 35* (+ 0*) missile_attack 40* health 600
Bigfant - melee attack 45* (+ 0*) missile_attack hitscan health 3000
scorpio - melee_attack 15* (+ 5*) health 120
stratos - melee_attack 20* (+ 0*) missile hitscan health 120
viking - melee_attack 25* (+ 20*) health 350
t_tower - melee_attack 20* (+ 0*) health 250
skelet - melee_attack 25* (+ 0*) missile_attack hitscan health 330
#339 posted by yhe1 on 2020/02/12 08:25:36
The big phantoms attack said hitscan, you were not able to fix this?
#340 posted by madfox on 2020/02/12 09:02:18
Still the wizard code.
As soon as I add a ldmg to a launch_attack it works on instant.
It looks a bit strange to receive damage before getting hit.
#341 posted by yhe1 on 2020/02/13 05:35:28
I think that is the biggest problem with the mod right now, other than that the monster attacks mostly good. Maybe look at the source code of the dragon from mission pack 2? Or Drake source code, it has a dragon too.
#342 posted by madfox on 2020/02/13 14:12:57
Does the source code of the dragon has three fireballs?
I think I could pass that error at the end.
Now I'm constructing an end scene for Worm.
#343 posted by yhe1 on 2020/02/14 05:32:13
Madfox, the Dragon could fire two fireballs, so maybe the code can help you to reach three. I think it is a better base than the scrag. The map name is r2m8
#344 posted by yhe1 on 2020/02/14 09:07:44
Also, the Stratos's missile attack should not be hitscan either. So its almost exactly like the Dragon's fireball attack.
Some Ldmg Clearance
#345 posted by madfox on 2020/02/14 21:44:13
I've been tracing the charge_attack to see what is going on in that pain limit score.
There are several statements that relay on it, starting in the fight.qc.
So whenever an attack takes place these args come to order, independ of the monster.qc.
void() ai_melee =
{ldmg = (random() + random() + random()) * 3;}
So every attack starts with ldmg = (* 3).
Further on
void() ai_melee_side =
{ldmg = (random() + random() + random()) * 3;}
So it is one or the both.
In the monster.qc itself attack_ldmg is stated as
void() lcapt_bite =
{ ai_charge(25);
ldmg = (random() + random() + random()) * 35;}
This second addon_ldmg in this case makes ai_charge 3 + 25 + 35 =
(* 63).
Later on in the attack_frames it is possible to add a comment like
void() lcap_atka7 =[ $atka7, lcap_atka8 ] {ai_charge(14);};
what declares there are 14 * ldmg on account extra.
The limited ldmg the Captain brings in atka7 is (* 77).
This all goes well to know that, if the attack takes place, it results within this outcome.
What happens is that, when I want to make a statement with a missile or laser attack, I can't clearly comment what the charge attacks are.
The wizard is not really using a hitscan, nor stratos or sacrof.
It is the ldmg a laser can offer, and that part of the code is unclear to me.
#346 posted by yhe1 on 2020/02/15 22:46:13
madfox, I noticed that the chasm scorpions skin is messed up, and the scorpions also do their melee attack out of range. These problems were not there before.
Uv Scaling Factor
#347 posted by madfox on 2020/02/16 13:11:29
The disordered skin was due to the uv scaling of the models.
- Addon of the floor/ceiling textures, animated switch tex (how to toggle
it on and off).
- Added a grey piggy, slightly stronger.
- Wacked with the Phantom code, strange its projectiles sound at start of launch and not at destiny. Kinky monster.
- Fiddled a bit with lightning and fog.
- Adjusted the grenade launcher, but it blows up the game with missing h_scor.mdl, which is untrue, because the file is right there. Will be the launch attack error.
- Made an end exit with the Iris Door from AzrKnight.
dev2.30.zip
#348 posted by yhe1 on 2020/02/16 13:54:23
What about the scorpion's melee attack? it seems to be that old lionman problem.
Did you disable infighting for the chasm monsters? seems that the mong and stratos no longer infight.
You shouldn't touch the grenade launcher. That is one of quake's unique weapons with no counterpart in chasm. Just add the chasm weapons. I have enabled the weapons cheat in that joker saved game that I gave you, so you can check how the weapons work.
#349 posted by yhe1 on 2020/02/16 14:34:10
madfox, you added a grey pig, does this mean you can make the small Sphinx, Scarof, and Phamtom a different color?
I would suggest separating out the weapons and the monsters. Get all of the monsters working correctly first, then do a release. And then work on the weapons.
Regarding weapons, one thing you need to keep in mind is that the Volcano gun does not act like the nail gun. It is hitscan. so it is more like a rapid fire shotgun.
The super nail gun, the grenade launcher, and the thunderbolt are unique to quake. Don't change these three.
A La Mod
#350 posted by madfox on 2020/02/16 23:20:43
does this mean you can make the small Sphinx, Scarof, and Phamtom a different color?
The grey pig skin came with the chasm models.
It's easy to change the skin colour as long as the original one is present. Taking the same macro.qc with some addons make it stand apart its twin.
What happened with the scorpio skin was a mixed up uv filter.
It seems to be a regular error compared compatibillity with other engines.
But it won't help a bad skin like Joker to get better.
I didn't disable anything what infight concerns.
I just changed the details in the map, and worked out the Vikingman crash h_scor.mdl bit.
Weapons, right. Not sure if I understand right.
You want no quake weapons in the mod, or
you don't want no chasm weapons in quake?
:P
By the way, thanks for the notable advice and testing all along.
#351 posted by yhe1 on 2020/02/16 23:41:10
Regarding infighting, the mong at the beginning ignores the stratos totally even when he is hit by the stratos. So there is something wrong with Mong infighting.
You should port chasm weapons into quake, but don't remove supernailgun, grenade launcher, and thunderbolt, so there should be 12 weapons total when you are done.
The model you use for grenade launcher is actually the chasm rocket launcher. Chasm does not have a grenade launcher.
#352 posted by yhe1 on 2020/02/17 00:40:09
Also, there is no point in having a grey pig that is slightly stronger than a regular pig. Might as well make him a midboss. Make grey pig same size as shambler, 1500 Health, 60 melee damage per hit.
#353 posted by yhe1 on 2020/02/17 01:26:55
Also something wrong with the Gross' lavaball, it now looks like it is coming from his hand, but it does look like the lavaball hits me at all. The correct thing should be the lavaball coming from the gross's hand, but flying towards the player's center.
#354 posted by yhe1 on 2020/02/17 02:09:23
something wrong with Goblin bounding box, other monsters don't infight with it.
#355 posted by yhe1 on 2020/03/02 01:18:45
How is this going Madfox, did you manage to get the big Phantom's attack to work?
#356 posted by madfox on 2020/03/02 03:48:06
Not coding at the moment.., looking for a way to get worm going.
#357 posted by yhe1 on 2020/03/02 19:55:42
That should be easy, right? Make a room with the Heart, then place a teleport on top of the worm. The worm does not move anyway. It is just a rip off of Shub
I Know, But
#358 posted by madfox on 2020/03/03 01:55:31
making it happen in a last end screen with text is something diferent.
Anyway, not actually to the point what modelling concerns.
#359 posted by yhe1 on 2020/03/03 06:16:59
Okay, some other stuff regarding the joker and the skeleton.
The following pose is not used for the skeleton in chasm.
https://www.mobygames.com/game/dos/chasm-the-rift/promo/promoImageId,94529/
The Chasm skeleton also does not get knock down and get back up again.
also, your skeleton is missing the head butt attack.
The Joker, however, does get knock down and get back up.
These are all the issues with the Joker and the Skeleton.
I noticed that you managed to make the Skeleton's knees look better. Congrats! Hope you can make the Joker's handsaw look better.
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