Lizardcommando's mods journal

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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Alright, so I just finished making the graphics for the Wizard Lizard's second attack. The thing is that I can't get him to do the second attack. Can someone help me out here?

Code: Select all

actor WizardLizard replaces Archvile
{
  obituary "%o was irradicated by a Wizard Lizard."
  health 750
  radius 20
  height 48
  mass 500
  speed 15
  painchance 10
  scale 1.1
  seesound "wizardlizard/sight"
  painsound "wizardlizard/pain"
  deathsound "wizardlizard/death"
  activesound "wizardlizard/active"
  MONSTER
  +FLOORCLIP
  +NOTARGET
  +QUICKTORETALIATE
  +SHORTMISSILERANGE
  states
  {
  Spawn:
    WIZL A 10 A_Look
    loop
  See:
    WIZL ABCD 2 A_Chase
    loop
  Missile:
    WIZL E 0 bright A_VileStart
    WIZL F 8 bright A_FaceTarget
    WIZL G 8 bright A_VileTarget
    WIZL HIJKL 8 bright A_FaceTarget
    WIZL M 8 bright A_VileAttack
    WIZL N 15 bright
    goto See
  Hadoken:
    WLHA AB 3
    WLHA C 6
    WLHA D 0 A_PlaySound("wizardlizard/hadoken")
    WLHA D 2 Bright A_CustomMissile("WLHadoken",30,5,5)
    WLHA E 5
    WLHA B 3
    goto See
  Pain:
    WIZL O 5
    WIZL O 5 A_Pain
    goto See
  Death:
    WIZL P 5
    WIZL Q 5 A_Scream
    WIZL R 5
    WIZL S 3 A_NoBlocking
    WIZL TUVW 3
    WIZL XY 3
    WIZL Z -1
    stop
  }
}
Here's the fireball code too, if you need to see it.

Code: Select all

actor WLHadoken
{
  radius 6
  height 16
  speed 25
  damage 10
  scale 1.1
  renderstyle Add
  deathsound "weapons/laserhit"
  PROJECTILE
  +RANDOMIZE
  states
  {
  Spawn:
    HADO AB 2 bright
    loop
  Death:
    HADO CDE 6 bright
    stop
  }
}
User avatar
Osiris
Posts: 7
Joined: Sun Sep 10, 2006 11:15

Post by Osiris »

The second attack isn't being used because it's never being called at all. I suggest adding an A_Jump function at the start of the missile attack so it has a chance to use the Hadoken attack.
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Ah ok. I got it. So it's pretty much like how secondary death animations work?

So what would the coding look like if I wanted 3 attacks for one enemy? Would it look like this? The bold stuff in the coding are the new additions I made:
\\actor WizardLizard replaces Archvile
{
obituary "%o was irradicated by a Wizard Lizard."
health 750
radius 20
height 48
mass 500
speed 15
painchance 10
scale 1.1
seesound "wizardlizard/sight"
painsound "wizardlizard/pain"
deathsound "wizardlizard/death"
activesound "wizardlizard/active"
MONSTER
+FLOORCLIP
+NOTARGET
+QUICKTORETALIATE
+SHORTMISSILERANGE
states
{
Spawn:
WIZL A 10 A_Look
loop
See:
WIZL ABCD 2 A_Chase
loop
Missile:
NULL A 0 A_JUMP(150, "hadoken")
NULL A 0 A_JUMP(150, "ice-shot")
WIZL E 0 bright A_VileStart
WIZL F 8 bright A_FaceTarget
WIZL G 8 bright A_VileTarget
WIZL HIJKL 8 bright A_FaceTarget
WIZL M 8 bright A_VileAttack
WIZL N 15 bright
goto See
Hadoken:
WLHA AB 3
WLHA C 6
WLHA D 0 A_PlaySound("wizardlizard/hadoken")
WLHA D 2 Bright A_CustomMissile("WLHadoken",30,5,5)
WLHA E 5
WLHA B 3
goto See
Ice-Shot:
WLIS A 3
WLIS BCD 3
WLIS E 3 BRIGHT A_CustomMissile("WLIceShot" 30,5,5)
WLIS FGH 3
WLIS I 3 BRIGHT A_CustomMissile("WLIceShot" 30,5,5)
WLIS J
goto See

Pain:
WIZL O 5
WIZL O 5 A_Pain
goto See
Death:
WIZL P 5
WIZL Q 5 A_Scream
WIZL R 5
WIZL S 3 A_NoBlocking
WIZL TUVW 3
WIZL XY 3
WIZL Z -1
stop
}
}
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DoomRater
Posts: 397
Joined: Tue Jul 19, 2005 4:14
Location: Programmer's Room, talking to Will Harvey
Contact:

Post by DoomRater »

Remember the probability is out of 255 and you'll be set. Also the probability of the third attack coming off comes from the probability of the first attack FAILING times the probability of that one working.
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Blurg. I kinda stopped working on this project. I'm stuck in the middle of Wizard Lizard's final attack, which is a dual homing ice attack. I just kinda lost inspiration for it...

Oh well, maybe I'll work on Medi-Lizard or something... or maybe I can release a demo of what I got so far. :wink:
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

I finally got my lazy ass in gear and finished the Wizard Lizard's last attack, the Dual Ice Shot. All I have to do is finish working on the smoke trail for the ice shot and set up the ice deaths for everything. Now this leads me to my next question:

How do I have my ice shot projectile have its own smoke trail? Also, how do I set up ice deaths for my enemies?

For the smoke trail for my ice shot projectile, I want it so that it has its own custom smoke trail whenever it homes on you instead of using the default bullet smoke that the Revenant missiles use. How exactly do I set up ice deaths for my enemies? In the example at the ZDoom wiki, it shows this:

Code: Select all

actor FreezeDeathImp : DoomImp
    {
      states
      {
      Ice:
        TROO V 5 A_FreezeDeath
        TROO V 1 A_FreezeDeathChunks
        wait
      }
    }


The thing that really confuses me is that there are no V frames for TROO. So what exactly am I supposed to do?
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wildweasel
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Post by wildweasel »

For freeze deaths, you won't need to use a specific Ice state at all, unless you want to create your own "frozen" frame. The wiki's example assumes that you created your own V frame - leave out the Ice state, and ZDoom will generate one automatically by colormapping it.
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lizardcommando
Posts: 375
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Location: Somewhere in California

Post by lizardcommando »

Oh shit, I think I just figured it out. All I did was add in the +ICEDAMAGE Flag to the Ice Missile and the Wizard Lizard guys who use the Ice Missile attack were able to freeze the enemies. The only problem is that it won't play the shattering sound. Is that something that I have to define myself in the SOUNDEF file or whatever the hell it's called?
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wildweasel
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Post by wildweasel »

The shattering sound should be included in ZDoom, I thought...
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

I thought the same thing too. I tried testing it out in ZDoom and GZDoom and for some reason the shattering sound doesn't play.

EDIT: Ok, I think I found out the problem from here:

http://forum.drdteam.org/viewtopic.php?p=26887#26887

Apparently, the soundfile included in GZDoom and ZDoom for the ice shattering sound is borked or something.
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lizardcommando
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Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Hey guys, here's the latest beta for the mod.

http://www.zshare.net/download/6289131b4bd71c/

It has two new enemies, the Fanatical Samurai Lizard and the Wizard Lizard. The Wizard Lizard is still a bit buggy (the Ice Missile's smoke trail spawns funny) and I might have to change his stats around a bit (maybe even fix how often he does his three attacks) but aside from that, it's all functional. A major change from this version from the other releases is that the Assault Shotgun has been removed (forgot to mention this in the textfiles...). One of the SWAT Lizard still uses it though, so watch out for him!

I still have lots to do for this mod. I don't really have any idea on what to do with the Lost Soul, Spider Mastermind and Cyberdemon, however, I already have an idea on what to replace the Baron of Hell and the Revenant. The Barney Calhoun Lizard and the Mafia Lizard will eventually have brand new sprites. I haven't decided whether or not to make the SS Wolfenstein guys a joke enemy and replace them with two enemies from a certain "permanently-in-hiatus" Wolf-3D mod or do something completely different with it. I still need to find new sounds for the enemies "See" sound. Right now they still use the default Doom zombieman sounds. I am having trouble finding some some sight sounds that sounds Metal Slug-ish. I might make a new Fullscreen HUD if enough people ask for one. I personally would want to make one that is similar to the default ZDoom one, except somehow incorporate the Statusbar face into it. That's all I have planned on the long run for now.

So go download it and tell me what you think.
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Didn't anyone play this mod yet? :(
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Visplane_Overflow
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Location: Canadia

Post by Visplane_Overflow »

I have. It's fun. The Wizard Lizard's hadouken attack seems to aim a little to the right of the player. Fanatical Samurais are pretty cool.
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Enjay
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Developer
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Post by Enjay »

Yup, I played it. It's cool. I just love the way you have done the sprites in your own style. It's just... cool. 8-)
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Thanks guys. Thanks for your support. :)

@Visplane: Yeah, I haven't the slightest clue as to why the Wizard Lizards do that. I did fix the Ice Missiles' spawning position (Not the Ice Missiles' smoke trail though.) The Bazooka Guys and Heli-Lizards sometimes do the same thing, but it'll correct itself sometimes. It's weird.
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