#87 posted by yhe1 on 2019/12/04 05:04:11
This new mincer looks too small compared to chasm, and that jumping looks really bad. Please get rid of the jumping.
 Sounds
#88 posted by madfox on 2019/12/04 08:15:52
The deal with SKelton is that I didn't find a proper code for it like zomby yet.
As the readme "not the slightest idea where to look at" covering the infight.
The skinfile of mincer already looks oversized. Making it bigger will make it worst.
I can't find any chasm monster sounds.
#89 posted by yhe1 on 2019/12/04 08:24:24
would this help?
https://forum.zdoom.org/viewtopic.php?f=37&t=46824
I think the issue is that the mincer looks too small when compared to the alien warrior
#90 posted by yhe1 on 2019/12/04 08:25:13
#91 posted by yhe1 on 2019/12/04 08:30:45
Would that Zrift mod have the monster sounds?
 Nope
#92 posted by madfox on 2019/12/04 21:06:29
It is the same file as chasm ambient sound, only one monsterfile: "phbathit.wav".
 Yes
#93 posted by madfox on 2019/12/04 21:24:21
Found them, although it are ogg.files.
#94 posted by yhe1 on 2019/12/04 21:28:23
So regarding the infighting, the copper quake source code cannot help you at all?
 Observer
#95 posted by madfox on 2019/12/05 03:09:52
When playing quake I never cared for infight, I saw it happen but not as a oppertunity to beat the enenemy.
Do you have some qc knowhow? The compiling files are in the progs directory under chasm_quakeqc.zip.
I could go looking in other code but for now I'm just puzling out how to get the entities going.
Here is the file again with some monstersounds and running mincer. Maybe the infight is now more likely? As far as I can see they kill eachother relating health size.
For example, if stratos has less painframes than a stronger opponent he can still win concerning its repeating attack.
dev2.09
#96 posted by yhe1 on 2019/12/05 04:21:38
One issue first:
The sounds for the Alien warrior is definitely wrong. I checked chasm, the activation sound should be ALISEE2.ogg and ALISEE1.ogg
Yet your alien warrior doesn't sound like that.
You got the monster sounds from
Pan-ZRift_v1.0a.rar, right?
 Names
#97 posted by madfox on 2019/12/05 06:53:00
I'm sure you're right. The grunt has three sound channels I gave to Stratos fast and mongrunt. The others were a bit harder to trace as you call it an alien warrior but the game has a leutenant captain (1gun) and a captain trooper (2guns).
#98 posted by yhe1 on 2019/12/05 10:16:12
I think there is a misunderstand here. When I said infight, I didn't mean how often infights happen, or which monster kills which monster. I only meant stuff like when a Faust hits an enforcer, the enforcer won't fire back. I suspects this is due to some Faust code that makes the enforcer not able to target it. This is why I suggest the copper quake code, as it deals a lot with defining targets.
#99 posted by yhe1 on 2019/12/05 10:18:29
Or maybe look at the difference between the code of the alien warrior (1gun) and the Faust. The enforcer fires back at alien warrior, but not Faust
 So
#100 posted by madfox on 2019/12/06 04:29:05
When the Alien Captain hits the enforcer it also fights back, like mong and stratos.
Can't find out where it is nestled.
It takes some time before the enforcer responds to The Captain in its painframes.
Maybe it hasn't got time enough to shoot back?
Stratos and Grunt tend the same lack in attacking at first move.
#101 posted by yhe1 on 2019/12/06 04:36:56
Can you do an experiment? Can a fiend fight back against Faust?
#102 posted by yhe1 on 2019/12/06 08:41:02
Can a Scrag fight back against a Faust?
 Lame
#103 posted by madfox on 2019/12/06 11:08:13
You could have searched that out in the dev pack.
Faust will fight a wizard, mongrunt,enforcer, army and stratos but they won't respond.
Faust will fight a demon and ogre and they will fight back.
It looks as if most monsters become astrayed when attacked by Faust.
#104 posted by yhe1 on 2019/12/06 18:32:00
What about a quake dog? Will that fight the faust?
#105 posted by yhe1 on 2019/12/06 18:39:51
I know that the chasm spider also has this issue, where is that code from, a quake fiend?
#106 posted by madfox on 2019/12/06 18:50:12
When I started coding the Chasm entities I assumed they were alert enough to fight the player. The idea they would fight eachother wasn't in my viewpoint.
The spider code is the same as the rottweiler without the jump code. It will attack other chasm monsters.
#107 posted by yhe1 on 2019/12/06 18:51:42
Also check the mincer
#108 posted by yhe1 on 2019/12/06 18:53:03
Can you test chasm spider vs quake grunt?
#109 posted by madfox on 2019/12/06 20:14:50
The map starts with a grunt and a spider. It isn't that hard to check.
For clearance, quake sodier is monster_army, chasm soldier is monster_mongrunt.
#110 posted by yhe1 on 2019/12/06 20:16:29
I remember army becoming lame after being attacked by a chasm spider, is this true for you?
 Hmm...
#111 posted by Qmaster on 2019/12/06 21:17:57
I never had trouble with infighting since I used AD's classtype system, but the magic should happen within T_Damage...usually located in combat.qc or foght.qc depending on the mod's organization.
Lemme take a look at your dev2.09...be a bit
|