#52 posted by madfox on 2019/11/25 05:54:04
I can make their attacks the same count. For now I feel as if the side routines "looking around" make them slow as it are quiete long frame scenes.
So goes for Faust, although I haven't found out to make it close combat with check_attack.
#53 posted by yhe1 on 2019/11/25 05:59:11
I think for the lower tier monsters, the melee damage and rate should be close to the Quake knight.
For the higher Tier monster, like Gross, Punisher, lionman, and Viking, their damage should be slightly higher than a death knight.
#54 posted by madfox on 2019/11/25 07:45:46
How do you like the map?
#55 posted by yhe1 on 2019/11/25 10:05:45
it is a good recreation of a chasm map, but of course stuff like Tormentarium and fourfeather are better
Map Isn't Finished Yet.
#56 posted by madfox on 2019/11/26 10:44:18
Coming soon to a retailer near you.
Full feathered mission level editor.
#57 posted by yhe1 on 2019/11/26 18:27:17
Can you put some grunts and enforcers in there as well to see how they work together?
#58 posted by yhe1 on 2019/11/26 21:29:09
The chasm rifle is too weak, takes too many hits to kill even a quake grunt
No Idea
#59 posted by madfox on 2019/11/26 22:38:57
It is the same code as the normal gun.
Here is some comparisment with the usual Quake enemies.
They all start an infight.
v2.04
#60 posted by yhe1 on 2019/11/27 04:25:35
The chasm monsters can infight with the Quake monsters, but they still don't fight each other.
In the Original Chasm, a faust will definitely fight a stratos
#61 posted by yhe1 on 2019/11/27 04:31:14
when a Faust hits a enforcer, the enforcer will only follow the faust around, so there is still something wrong with the infight code.
#62 posted by yhe1 on 2019/11/27 04:49:24
But I think the Faust attack speeds is now good.
But the Faust looks noticeably shorter then the enforcer, they should be the same
Hrmpf
#63 posted by madfox on 2019/11/28 03:48:45
Something slipped my attention, as the mong-faust and stratos only had a run stand and run pose. Reason why I couldn't attach a path_corner to them.
While correkting it Faust has now its original round look. Don't know why it kept hanging.
Infight is different, although enforcer and stratos stay black sheep when attacked. They won't refire.
So Faust fight Stratos who won't respond.
Mong fights Enforcer who won't respond.
Quake monsters are much more fixed on the player.
Mong almost needs a kick before it wakes up.
dev2.05
#64 posted by yhe1 on 2019/11/28 04:06:35
haha, just make every monster attack each other, regardless of the fact that they are from Quake or Chasm
#65 posted by yhe1 on 2019/11/28 04:31:40
The enforcer will infight with a stratos though, perhaps this can offer a clue?
#66 posted by yhe1 on 2019/11/28 04:38:47
The grunt will also infight with a stratos, so maybe you should check the infight of Chasm flying monster vs chasm ground monster.
#67 posted by yhe1 on 2019/11/28 04:50:06
But the Stratos stop kicking me again. So check the attack scenes
#68 posted by yhe1 on 2019/12/01 10:04:14
Did you figure out the infight problem? Maybe you can check the source code of copper quake, that mod makes some changes to infight, maybe it can help you figure out the problem.
Rounding Up
#69 posted by madfox on 2019/12/01 18:59:33
The in fight is solved only Stratos stays a bit lame when attacked.
Added the Trooper, Leutenant and Mincer.
#70 posted by yhe1 on 2019/12/01 20:46:56
A few things then:
Currently, gibbing a monster crashes Aguirre's engine at least, I think this has to do with the Head Gib, please add it.
Make the Mong fire shotgun instead of Laser, more powerful version of Grunt's
Make the Faust's rockets actually explode, and make them homing, the code for this is found in AD's rockeeter.
Quasm
#71 posted by madfox on 2019/12/02 07:41:11
I made some small additions.
- Added Leutenant, Captain and Mincer. Attack scenes may be a bit cluympy.
- Captains attack not finished, double flamemouth attack.
- Altered attack scenes Mong Faust and Stratos.
- Sometimes Faust or Mong won't reply to infight attacks.
- Added the h_head function to them.
The Mincer might be too strong with a lavaball.
And for homing rockets then there's no hiding.
dev2.06
#72 posted by yhe1 on 2019/12/02 08:14:09
When I tested it, the stratos does not respond to infighting at all, so there are still problem with the infight code.
Why does Mincer have a fireball? It was like a Fiend without jumping.
Can you reinsert the grunts and the enforcer to check infighting.
I saw an alien warrior that do not respond to an alien captain's attack.
#73 posted by yhe1 on 2019/12/02 08:22:55
The lavaball is useful for when you convert the Gross, because he throws rocks.
#74 posted by yhe1 on 2019/12/02 08:34:07
Sorry, a small error on my part,
The alien warrior will infight with an alien captaim, but they both won't respond to an attack by the mincer.
Modding
#75 posted by madfox on 2019/12/02 16:50:25
I didn't add the ladt monsters to the fight
Qc yet. So they don't in fight well.
Mincer is just a try out.
#76 posted by yhe1 on 2019/12/02 18:18:38
Now I want to see a mincer and a fiend rip each other to pieces lol
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