KillBot!

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Topic review
   

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Expand view Topic review: KillBot!

by solarsnowfall » Wed Sep 07, 2005 23:53

From where I stand, there's a lot of good stuff in that wad. It has a lot of potential. The only thing that bothers me is that some areas in the map are very well thought out and detailed, whereas others are very plain, and uninteresting. For the vast majority, it's looking great. And while I don't have any fabulous maps to my credit (unless you count some that don't exist anymore), I'd love to just give the whole thing a good going-through, and spice up a few areas with some (IMO) much needed detail.

Regaurding the crippled phase, I can see how it would be easy to miss. Comparatively it only occurs for a very short time, when looking at the whole health range of the monster. Eventually I'll give it more health, then make the health limit in the jump statement higher, so it's more noticable.

by Phobus » Wed Sep 07, 2005 21:13

That is true, but in the end, I'd say less people are taking an interest in the ZDCMP2 than the Kilbot. That's not very good, is it? Especially seeing as I'd like to map now, but I don't know where I stand or anything ATM...

by solarsnowfall » Wed Sep 07, 2005 18:18

To be honest, I made this thread out of a bit of frustration of not getting much feedback from the ZDCMP2 folks. Granted it is just a monster, it's more complicated than anything I've ever seen done in decorate, and it is being made specially for the project. I did however seem to get some attention the last time I made a stink. The truth is, once I've completed this thing, It's going in that monster collection I've been working on. And if ZDCMP2 isn't finished by the time that wad is, it's going to be "officially" released via the other project.

Then I'm going to look into making a playable map using as many of these monsters as I can, possibly for Graf's port. Time will tell.

On a similar note, the same can be said about the entire ZDCMP2 project. No surprises for anyone who's been watching closely, you can download the resources and the map from the forum page. I think once I've got this thing finished, I may request of Grubber, or whomever is currently admin over the projects forum here, to remove both the Arch Heinous, and Kill Bot forum, so i can make a new one about my monster collection, since that really is the bigger project.

Unfortunately I had made a huge leap in progress in finishing up this project, but because of some record keeping errors with the local electric company, my power was cut off before I could save my work :( and I'll have to redo a lot of it. I've just got my power back, and man what a swealtering night it was last night. I guess I can't complain though, I could be living in New Orleans, or one of the other devastated cities of the Gulf Coast region.

by Phobus » Tue Sep 06, 2005 21:19

It still doesn't have death sprites, but I know full well about the pains of spriting, and won't complain.

I haven't noticed much of it's crippled phase, though I've killed it once or twice now...

I'm wondering, when it is finally finished, will it be such a big surprise? I mean, it's been up for download and the like, so non-project members are basically spoiling it for themselves if they look into it, but then again, their input is very useful as well...

by solarsnowfall » Tue Sep 06, 2005 10:34

wildweasel wrote:Regarding the railgun: Change the shoulder cannons into a moderately fast Ripper projectile that has a long trail.
I did actually do something just like that. I used it for the short range "sonic" attack. That would be the gun right next to its head, when I refer to the shoulder cannon. It does need a better sound effect though I think...

by wildweasel » Tue Sep 06, 2005 2:52

Regarding the railgun: Change the shoulder cannons into a moderately fast Ripper projectile that has a long trail.

by DomRem » Tue Sep 06, 2005 1:00

I believe the blue keycard (one of those secret weapons) freezes enemies.

by solarsnowfall » Tue Sep 06, 2005 0:45

Frozen to death eh? I think +NoIceDeath should take care of that. Is there going to be an ice gun in ZDCMP2?

by DomRem » Tue Sep 06, 2005 0:08

I believe I've found a bug.

If the killbot is frozen to death, and does not shatter right away, it will teleport onto the player and, subsequently, kill them instantly. This happened twice to me, and in neither instance was I close to the teleport destinations.

by solarsnowfall » Mon Sep 05, 2005 21:34

Significant update. Working with Talonos, Phobus, and other ZDCMP2 members, I've begun sharpening the Killbots behavior to better suit a more interactive boss fight.

Added:

A new crippled phase. The bot slows down, sparks, and twiches once it's health has been depleted enough.

A new sonic attack. At close range, he has a chance of hitting his enemies with a shoulder mounted sonic weapon that rips through them with devistation!

Random teleporting! If this guy is taking heavy fire, he won't stick around for long. He has 9 different locations that can he can teleport to, to throw the player off.

Still needs:

CustomMissile sprites.
Death sprites
Helper bots.

Decorate:

[spoiler]

Code: Select all

Actor KillBot 3125
{
    Health 5000
    Height 180
    Mass 7000
    Radius 40
    Speed 10
    Damage 7
    Monster
    +FloatBob
    +NoGravity
    +NoBlood
    PainChance 32
    PainSound "killbot/pain"
    States
    {
    Spawn:
        BOTT A 1 A_Look 
        Loop
    See: 
        BOTT A 0 A_ChangeFlag("FloatBob", 1)
        BOTT A 0 A_ChangeFlag("NoGravity", 1)
        BOTT A 0 A_UnSetInvulnerable
        BOTT A 0 A_SetTranslucent(1,0)
        BOTT A 0 A_JumpIfHealthLower(2000, 5)
        BOTT A 0 A_Jump(4, 2)
        BOTT A 2 A_Chase
        Loop
        BOTT A 0 A_Pain
        BOTT A 2 A_Chase
        Loop
        BOTT A 0 A_Jump(64, 2)
        BOTT A 4 A_Chase
        Loop
        BOTT A 0 A_Jump(128, 9)
        BOTT A 0 A_PlaySound("world/spark1")
        BOTT A 0 BRIGHT A_CustomMissile("Spark1", 120, 0, 0)
        BOTT A 0 BRIGHT A_CustomMissile("Spark2", 120, 0, 8)
        BOTT A 0 BRIGHT A_CustomMissile("Spark3", 120, 0, -8)
        BOTT A 0 BRIGHT A_CustomMissile("Spark1", 120, 0, 16)
        BOTT A 0 BRIGHT A_CustomMissile("Spark2", 120, 0, -16)
        BOTT A 4
        BOTT A 4 A_Chase
        Loop
    	BOTT A 0 A_Jump(128, 11)
        BOTT A 0 A_PlaySound("world/spark2")
        BOTT A 0 BRIGHT A_CustomMissile("Spark2", 64, 16, 0)
        BOTT A 0 BRIGHT A_CustomMissile("Spark3", 64, 16, 8)
        BOTT A 0 BRIGHT A_CustomMissile("Spark1", 64, 16, -8)
        BOTT A 0 BRIGHT A_CustomMissile("Spark2", 64, 16, 16)
        BOTT A 0 BRIGHT A_CustomMissile("Spark3", 64, 16, -16)
        BOTT ABC 4
        BOTT A 4 A_Chase
        Loop
        BOTT A 0 A_PlaySound("world/spark3")
        BOTT A 0 BRIGHT A_CustomMissile("Spark3", 96, -32, 0)
        BOTT A 0 BRIGHT A_CustomMissile("Spark1", 96, -32, 8)
        BOTT A 0 BRIGHT A_CustomMissile("Spark2", 96, -32, -8)
        BOTT A 0 BRIGHT A_CustomMissile("Spark3", 96, -32, 16)
        BOTT A 0 BRIGHT A_CustomMissile("Spark1", 96, -32, -16)
        BOTT ADF 4
        BOTT A 4 A_Chase 
        Loop
    Missile:
        BOTT A 0 A_ChangeFlag("FloatBob", 0)
        BOTT A 0 A_JumpIfCloser(1216, 8)
        BOTT A 8 A_FaceTarget
        BOTT A 8 A_SpawnItem("BotRail", 0, 120, 0)
        BOTT A 8 A_FaceTarget
        BOTT A 8 A_SpawnItem("BotRail", 0, 120, 0)
        BOTT A 8 A_FaceTarget
        BOTT A 8 A_SpawnItem("BotRail", 0, 120, 0)
        BOTT A 8
        Goto See
        BOTT B 0 A_JumpIfCloser(704, 18)
        BOTT BC 4 A_FaceTarget
    	BOTT G 4 BRIGHT A_CustomMissile("BotRocket", 140, 40, 0)
        BOTT C 4 A_FaceTarget
        BOTT H 4 BRIGHT A_CustomMissile("BotRocket", 140, -40, 0)
        BOTT C 4 A_FaceTarget
    	BOTT G 4 BRIGHT A_CustomMissile("BotRocket", 140, 40, 0)
        BOTT C 4 A_FaceTarget
        BOTT H 4 BRIGHT A_CustomMissile("BotRocket", 140, -40, 0)
        BOTT C 4 A_FaceTarget
        BOTT G 4 BRIGHT A_CustomMissile("BotRocket", 140, 40, 0)
        BOTT C 4 A_FaceTarget
        BOTT H 4 BRIGHT A_CustomMissile("BotRocket", 140, -40, 0)
        BOTT C 4 A_FaceTarget
        BOTT G 4 BRIGHT A_CustomMissile("BotRocket", 140, 40, 0)
        BOTT C 4 A_FaceTarget
        BOTT H 4 BRIGHT A_CustomMissile("BotRocket", 140, -40, 0)
        Goto See
        BOTT D 0 A_JumpIfCloser(384, 8)
        BOTT D 2 A_FaceTarget
        BOTT E 0 BRIGHT A_CposAttack
        BOTT E 0 BRIGHT A_CposAttack
        BOTT E 0 BRIGHT A_PlaySound("spider/attack")
        BOTT E 2 BRIGHT
        BOTT F 2 A_FaceTarget
        BOTT F 0 A_SpidRefire
        Goto Missile+30
        BOTT A 0 A_Jump(128, 66)
        BOTT A 0 A_PlaySound("lichflam")
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        BOTT A 1 BRIGHT A_FaceTarget
        BOTT A 1 BRIGHT A_CustomMissile("SonicAttack", 120, -8, 0)
        Goto See
        BOTT A 0
        Goto Missile+29
    Pain:
    	BOTT A 0 A_ChangeFlag("FloatBob", 0)
        BOTT A 0 A_Jump(128, 4)
    	BOTT A 0 A_ChangeFlag("NoGravity", 0)
    	BOTT A 32 
        Goto See
        BOTT A 0 A_SetInvulnerable
        BOTT A 1 A_PlaySound("shldup")
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
    	BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
    	BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
    	BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
    	BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
    	BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 1 A_FaceTarget
    	BOTT A 1 A_CustomMissile("BotShield", 0, 0, 0)
        BOTT A 0 A_Jump(128, 2)
        BOTT A 0 A_FaceTarget
        Goto Pain+6
        BOTT A 0 A_PlaySound("shlddown")
        BOTT A 0 A_Jump(128, 11)
        BOTT A 1 A_SetTranslucent(.9, 1)
        BOTT A 1 A_SetTranslucent(.8, 1)
        BOTT A 1 A_SetTranslucent(.7, 1)
        BOTT A 1 A_SetTranslucent(.6, 1)
        BOTT A 1 A_SetTranslucent(.5, 1)
        BOTT A 1 A_SetTranslucent(.4, 1)
        BOTT A 1 A_SetTranslucent(.3, 1)
        BOTT A 1 A_SetTranslucent(.2, 1)
        BOTT A 1 A_SetTranslucent(.1, 1)
        BOTT A 0 TeleportOther(52, 53, 0)
        Goto See
        BOTT A 0 A_Jump(204, 11)
        BOTT A 1 A_SetTranslucent(.9, 1)
        BOTT A 1 A_SetTranslucent(.8, 1)
        BOTT A 1 A_SetTranslucent(.7, 1)
        BOTT A 1 A_SetTranslucent(.6, 1)
        BOTT A 1 A_SetTranslucent(.5, 1)
        BOTT A 1 A_SetTranslucent(.4, 1)
        BOTT A 1 A_SetTranslucent(.3, 1)
        BOTT A 1 A_SetTranslucent(.2, 1)
        BOTT A 1 A_SetTranslucent(.1, 1)
        BOTT A 0 TeleportOther(52, 54, 0)
        Goto See
        BOTT A 0 A_Jump(153, 11)
        BOTT A 1 A_SetTranslucent(.9, 1)
        BOTT A 1 A_SetTranslucent(.8, 1)
        BOTT A 1 A_SetTranslucent(.7, 1)
        BOTT A 1 A_SetTranslucent(.6, 1)
        BOTT A 1 A_SetTranslucent(.5, 1)
        BOTT A 1 A_SetTranslucent(.4, 1)
        BOTT A 1 A_SetTranslucent(.3, 1)
        BOTT A 1 A_SetTranslucent(.2, 1)
        BOTT A 1 A_SetTranslucent(.1, 1)
        BOTT A 0 TeleportOther(52, 55, 0)
        Goto See
        BOTT A 0 A_Jump(204, 11)
        BOTT A 1 A_SetTranslucent(.9, 1)
        BOTT A 1 A_SetTranslucent(.8, 1)
        BOTT A 1 A_SetTranslucent(.7, 1)
        BOTT A 1 A_SetTranslucent(.6, 1)
        BOTT A 1 A_SetTranslucent(.5, 1)
        BOTT A 1 A_SetTranslucent(.4, 1)
        BOTT A 1 A_SetTranslucent(.3, 1)
        BOTT A 1 A_SetTranslucent(.2, 1)
        BOTT A 1 A_SetTranslucent(.1, 1)
        BOTT A 0 TeleportOther(52, 56, 0)
        Goto See
        BOTT A 0 A_Jump(153, 11)
        BOTT A 1 A_SetTranslucent(.9, 1)
        BOTT A 1 A_SetTranslucent(.8, 1)
        BOTT A 1 A_SetTranslucent(.7, 1)
        BOTT A 1 A_SetTranslucent(.6, 1)
        BOTT A 1 A_SetTranslucent(.5, 1)
        BOTT A 1 A_SetTranslucent(.4, 1)
        BOTT A 1 A_SetTranslucent(.3, 1)
        BOTT A 1 A_SetTranslucent(.2, 1)
        BOTT A 1 A_SetTranslucent(.1, 1)
        BOTT A 0 TeleportOther(52, 57, 0)
        Goto See
        BOTT A 0 A_Jump(204, 11)
        BOTT A 1 A_SetTranslucent(.9, 1)
        BOTT A 1 A_SetTranslucent(.8, 1)
        BOTT A 1 A_SetTranslucent(.7, 1)
        BOTT A 1 A_SetTranslucent(.6, 1)
        BOTT A 1 A_SetTranslucent(.5, 1)
        BOTT A 1 A_SetTranslucent(.4, 1)
        BOTT A 1 A_SetTranslucent(.3, 1)
        BOTT A 1 A_SetTranslucent(.2, 1)
        BOTT A 1 A_SetTranslucent(.1, 1)
        BOTT A 0 TeleportOther(52, 58, 0)
        Goto See
        BOTT A 0 A_Jump(153, 11)
        BOTT A 1 A_SetTranslucent(.9, 1)
        BOTT A 1 A_SetTranslucent(.8, 1)
        BOTT A 1 A_SetTranslucent(.7, 1)
        BOTT A 1 A_SetTranslucent(.6, 1)
        BOTT A 1 A_SetTranslucent(.5, 1)
        BOTT A 1 A_SetTranslucent(.4, 1)
        BOTT A 1 A_SetTranslucent(.3, 1)
        BOTT A 1 A_SetTranslucent(.2, 1)
        BOTT A 1 A_SetTranslucent(.1, 1)
        BOTT A 0 TeleportOther(52, 59, 0)
        Goto See
        BOTT A 0 A_Jump(204, 11)
        BOTT A 1 A_SetTranslucent(.9, 1)
        BOTT A 1 A_SetTranslucent(.8, 1)
        BOTT A 1 A_SetTranslucent(.7, 1)
        BOTT A 1 A_SetTranslucent(.6, 1)
        BOTT A 1 A_SetTranslucent(.5, 1)
        BOTT A 1 A_SetTranslucent(.4, 1)
        BOTT A 1 A_SetTranslucent(.3, 1)
        BOTT A 1 A_SetTranslucent(.2, 1)
        BOTT A 1 A_SetTranslucent(.1, 1)
        BOTT A 0 TeleportOther(52, 60, 0)
        Goto See
        BOTT A 0 A_Jump(128, 11)
        BOTT A 1 A_SetTranslucent(.9, 1)
        BOTT A 1 A_SetTranslucent(.8, 1)
        BOTT A 1 A_SetTranslucent(.7, 1)
        BOTT A 1 A_SetTranslucent(.6, 1)
        BOTT A 1 A_SetTranslucent(.5, 1)
        BOTT A 1 A_SetTranslucent(.4, 1)
        BOTT A 1 A_SetTranslucent(.3, 1)
        BOTT A 1 A_SetTranslucent(.2, 1)
        BOTT A 1 A_SetTranslucent(.1, 1)
        BOTT A 0 TeleportOther(52, 61, 0)
        Goto See
        BOTT A 8 
        Goto See
    }
}

Actor BotShield
{
    	Speed 0
	Height 180
	Radius 90
	+NoGravity
	+NoClip
	+FloorClip
	+Shootable
	+Invulnerable
	+Reflective
	RenderStyle Add
        Alpha 0.5
        Scale .85
        States
        {
        Spawn:
       	    BLKR A 2 BRIGHT
       	    Stop
        }
}

Actor BotRail 
{
	Speed 0
	Damage 20
	+IsMonster
        +NoGravity
	+NoBlockMap
	+NoClip
	RenderStyle Translucent
	Alpha 0
	Scale .01
	States
	{
	Spawn:
	    BLKR A 0 A_FaceTarget
            Goto See
        See:
            BLKR A 0 A_FaceTarget
            Goto Missile
        Missile:
            BLKR A 0 A_FaceTarget
            BLKR A 0 A_MonsterRail
            Stop
	}
}

Actor BotDebris
{
	Speed 0
	Damage 10
	+IsMonster
        +NoGravity
	+NoBlockMap
	+NoClip
	RenderStyle Translucent
	Alpha 0
	Scale .01
	States
	{
	Spawn:
	    BLKR A 0 
            Goto See
        See:
            BLKR A 0 
            Goto Missile
        Missile:
            BLKR A 0 A_SpawnDebris("BulletSpark")
            Stop
	}
}

Actor BotRocket : Rocket
{
	+SeekerMissile
        States
	{
        Spawn:
	    MISL A 4 A_SeekerMissile(5, 5)
	    Loop
	}
}

ACTOR BulletSpark
{
	Health 4
	radius 3
	height 6
	speed .1
	RenderStyle ADD
	Alpha 1
	Scale .1
	Mass 0
	+missile
	+doombounce
	+FLOORCLIP
	+DONTSPLASH
	States
	{
		SPRK A 1
		SPRK ABCDA 1  Bright A_SetTranslucent(.8,1)
		SPRK BCDABC 1  Bright A_SetTranslucent(.6,1)
		SPRK DABCDABC 1  Bright A_SetTranslucent(.4,1)
		SPRK DABCDABCDA 1 Bright A_SetTranslucent(.2,1)
		Stop
	}
}

Actor SonicAttack
{
	Speed 10
        Damage 1
        Projectile
	+Ripper
	+StrifeDamage
	RenderStyle Add
	Alpha 1
        Scale .5
        States
	{
	Spawn:
	    SONC K 1 BRIGHT A_SetTranslucent(.2,1)
            SONC J 1 BRIGHT A_SetTranslucent(.4,1)
	    SONC I 2 BRIGHT A_SetTranslucent(.6,1)
            SONC H 2 BRIGHT A_SetTranslucent(.8,1)
            SONC G 3 BRIGHT
            SONC F 3 BRIGHT	
            SONC E 4 BRIGHT
            SONC D 4 BRIGHT
            SONC C 4 BRIGHT
            SONC B 3 BRIGHT
            SONC A 3 BRIGHT
            SONC A 2 BRIGHT A_SetTranslucent(.8,1)
            SONC A 2 BRIGHT A_SetTranslucent(.6,1)
            SONC A 1 BRIGHT A_SetTranslucent(.4,1)
            SONC A 1 BRIGHT A_SetTranslucent(.2,1)
            Stop
        }
}

Actor TestImp : DoomImp
{
	Health 1000
        States
	{
	Missile:
	    TROO G 1 A_FaceTarget
	    TROO G 1 A_CustomMissile("SonicAttack", 48, 16, 0)
	    Loop
	}
}

Actor BotSpark
{
	Speed 0
	+IsMonster
	+NoGravity
	+NoClip
	+NoBlockMap
	RenderStyle Add
	Alpha 0
	Scale .01
	States
	{
	Spawn:
	    BLKR A 0 
	    Goto See
	See:
	    BLKR A 0
	    Goto Missile
	Missile:
	    BLKR A 0 A_Jump(128, 6)
            BLKR A 0 A_CustomMissile("Spark1", 0, 0, 0)
	    BLKR A 0 A_CustomMissile("Spark2", 0, 0, -8)
            BLKR A 0 A_CustomMissile("Spark3", 0, 0, 8)
            BLKR A 0 A_CustomMissile("Spark1", 0, 0, -16)
            BLKR A 0 A_CustomMissile("Spark2", 0, 0, 16)
            Stop
            BLKR A 0 A_Jump(128, 6)
            BLKR A 0 A_CustomMissile("Spark2", 0, 0, 0)
	    BLKR A 0 A_CustomMissile("Spark3", 0, 0, -8)
            BLKR A 0 A_CustomMissile("Spark1", 0, 0, 8)
            BLKR A 0 A_CustomMissile("Spark2", 0, 0, -16)
            BLKR A 0 A_CustomMissile("Spark3", 0, 0, 16)
            Stop
            BLKR A 0 A_CustomMissile("Spark3", 0, 0, 0)
	    BLKR A 0 A_CustomMissile("Spark1", 0, 0, -8)
            BLKR A 0 A_CustomMissile("Spark2", 0, 0, 8)
            BLKR A 0 A_CustomMissile("Spark3", 0, 0, -16)
            BLKR A 0 A_CustomMissile("Spark1", 0, 0, 16)
            Stop
        }
}

Actor Spark1
{
	Speed 3
	+Missile
	MissileType SparkTrail
	MissileHeight 0
	RenderStyle Add
	Alpha 1
	Scale .1
	States
	{
	Spawn:
	    SPRK B 1 A_MissileAttack
 	    Loop
 	Death:
 	    SPRK B 1 A_SetTranslucent(.8,1)
 	    SPRK C 1 A_SetTranslucent(.7,1)	
 	    SPRK D 1 A_SetTranslucent(.6,1) 
 	    SPRK E 1 A_SetTranslucent(.5,1)
 	    SPRK F 1 A_SetTranslucent(.4,1)
 	    SPRK G 1 A_SetTranslucent(.3,1)
            SPRK H 1 A_SetTranslucent(.2,1)
 	    Stop	
        } 
}

Actor Spark2
{
	Speed 5
	+Missile
	MissileType SparkTrail
	MissileHeight 0
	RenderStyle Add
	Alpha 1
	Scale .1
	States
	{
	Spawn:
	    SPRK B 1 A_MissileAttack
 	    Loop
 	Death:
 	    SPRK B 1 A_SetTranslucent(.8,1)
 	    SPRK C 1 A_SetTranslucent(.7,1)	
 	    SPRK D 1 A_SetTranslucent(.6,1) 
 	    SPRK E 1 A_SetTranslucent(.5,1)
 	    SPRK F 1 A_SetTranslucent(.4,1)
 	    SPRK G 1 A_SetTranslucent(.3,1)
            SPRK H 1 A_SetTranslucent(.2,1)
 	    Stop	
        }     
}

Actor Spark3
{
	Speed 7
	+Missile
	MissileType SparkTrail
	MissileHeight 0
	RenderStyle Add
	Alpha 1
	Scale .1
	States
	{
	Spawn:
	    SPRK B 1 BRIGHT A_MissileAttack
 	    Loop
 	Death:
 	    SPRK B 1 BRIGHT A_SetTranslucent(.8,1)
 	    SPRK C 1 BRIGHT A_SetTranslucent(.7,1)	
 	    SPRK D 1 BRIGHT A_SetTranslucent(.6,1) 
 	    SPRK E 1 BRIGHT A_SetTranslucent(.5,1)
 	    SPRK F 1 BRIGHT A_SetTranslucent(.4,1)
 	    SPRK G 1 BRIGHT A_SetTranslucent(.3,1)
            SPRK H 1 BRIGHT A_SetTranslucent(.2,1)
 	    Stop	
        }     
}

Actor SparkTrail
{
	Speed 0
	+NoBlockMap
	+NoGravity
	RenderStyle Add
	Alpha .8
	Scale .1
	States
	{
	Spawn:
	    SPRK C 1 BRIGHT A_SetTranslucent(.7,1)	
 	    SPRK D 1 BRIGHT A_SetTranslucent(.6,1) 
 	    SPRK E 1 BRIGHT A_SetTranslucent(.5,1)
 	    SPRK F 1 BRIGHT A_SetTranslucent(.4,1)
 	    SPRK G 1 BRIGHT A_SetTranslucent(.3,1)
            SPRK H 1 BRIGHT A_SetTranslucent(.2,1)
            Stop
        }
}
[/spoiler]

Download:

http://solarsnow.drdteam.org/killbotbeta.rar

by solarsnowfall » Thu Sep 01, 2005 7:17

For those interested, I've got just about all the Killbot sprites prepared, and have writen the attacks sequences. They're in need of some tweeking, and I think the rail attack has to go :(

I'm using A_MonsterRail, wich cannot be manipulated very well, so I can't line it up so that it appears to be coming out of the shoulder mounted gun.

So eventually I think I'm going to extend the range fo the rockets, replace the BotRocket sprites with something better, and try to write some new creative short range attack for the for the shoulder mounted gun. I was thinking about some kind of "sonic" weapon, but only if I can make the sprites look good. Thoughts/comments?

http://solarsnow.drdteam.org/kilbot.rar

There still isn't a death state, there still aren't any death frames. I want to make this thing behave differently at different health values, so I'll get all of that straight then focus on how it dies

by solarsnowfall » Wed Aug 31, 2005 3:46

*sigh*, earlier, I wrote wrote: Heh, I haven't coded them yet. Because spriting for 16 angles is so damn tedious, I've been pacing myself so that I don't get sick of it, and have been doing some decorate along the way.
Right now I have it just go bulistic and shoot the crap out of everything with rockets, because I wanted to test it to see if it looks right at all the angles. And it wipes out Spider Masterminds as though they were nothing!

I have implemented the sheilding, and I'm starting on the minigun firing sprites momentarily. I haven't touched the decorate enough for it do do anything more than move around, and enguage an attack.

After all the sprites are done, you'll see a version up with more complex behaviour, don't worry!

EDIT: When it dies, it disappears, there is no death state, so this is probably what your describing when it "blasts itself out of the level". When all is said and done, it won't be firing missiles at close range, so it won't be killing itself with them.

by DomRem » Wed Aug 31, 2005 3:28

OK, I just tested it out, and I'm wondering: Does it have any other attack than the rockets? That's all it did the entire time.

Also, on the strange side, while it was firing at me, I was looking up at it. It was near the wall, and I walked under it. Suddenly, it disappeared! WTF? :?

EDIT: After trying it again, it seems to blast itself through the wall and out of the level or something like that.

by BlazingPhoenix » Wed Aug 31, 2005 3:20

ZDCMP2 will take forever to complete anyway :(

by DomRem » Wed Aug 31, 2005 2:28

solarsnowfall wrote:Hopefully I'll have all of the spriting done by tonight, and all of the decorate done by tomorrow.
That quickly? Wow, can't wait to see and try out the final version for ZDCMP2.

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