Just what is this "Rainbow Monsters" thing, you ask? It's a recreation of Mikk's CHAMPIONS mod, but this time built exclusively for Zandronum. Not only that, but similarly to the original mod, it has compatibility with all the IWADs, all DEHACKED mods, and most, if not all, DECORATE mods!
DOWNLOAD RAINBOW MONSTERS 1.3! (Zandronum only)
1.2 (outdated, but compatible with GZDoom, may not work with all mods)
Currently, it has 9 of the monster variations seen in the original mod, which are conveniently listed here:
Spoiler: Monster variations (spoiler alert!) (Open)
Code: Select all
Red = 2x health
Yellow = 2x faster movement
Black = 2x damage
Bronze = 1.5x health, no pain, moves slower
Green = teleports around often
Dark Green = toxic explosion on death
Cyan = blows wind around itself, pushing monsters, you and barrels around!
Silver = pulls you and other monsters and barrels in
Pink = regenerates 5% HP per second and can heal other monsters by the same amount around it
Spoiler: Screenshots (Open)
Spoiler: CVARs (Open)
rh_vanillaspawnchance: 0 means vanilla monsters will never spawn, while higher numbers make it more likely to spawn a vanilla monster instead of a rainbow variation. Defaults to 2.
Spoiler: Changelog (Open)
v1.3 (12/12/2021) (All versions from now on are Zandronum exclusive)
-Updated to use Zandronum 3.1's actor spawn event. Now it's truly universal, and should work with practically anything. Invasion and such also work perfect.
-Removed all CVARs except rh_vanillaspawnchance, as they're irrelevant now, with 3.1's bugfixes and new features.
v1.2 (14/09/2021)
-Monster colors now display correctly online.
v1.1 (27/02/2021)
-Added rh_compatmode, delays OPEN script execution by one tic when enabled. Increases compatibility with certain mods, like QC:DE.
-Now uses GetActorClass rather than StrParam(n:0) to get the actor name, fixed compatibility with Brutal Doom, D4T and probably other mods (Thanks Michaelis!).
For those wondering how this is possible, I left a very brief explanation here so people can use it for similar purposes:
Spoiler: technical yadda yadda (outdated) (Open)
I dub it... the Ghetto Event Handler!
An OPEN-type script runs at map start, which uses the Thing_Destroy action with 0 as it's parameter. This kills every monster currently on the map.
Then, since forcekillscripts is enabled in MAPINFO, a KILL-type script runs and stops the sounds the actor plays (so as to null out the gibbing SFX), respawns the monster and gives it the ambush/deaf flag if it had it before respawning, and finally now that the script is running on an alive monster it can then apply translations, change actor properties and other things as usual.
This only works with stuff that gets killed by Thing_Destroy, which I believe is only actors with the +ISMONSTER flag, so this unfortunately can't be used for decorative actors and such.
"I will find joy in Yahweh. I will delight in my Elohim. He has dressed me in the clothes of salvation. He has wrapped me in the robe of righteousness like a bridegroom with a priest’s turban, like a bride with her jewels."
-Isaiah 61:10 (Names of God Bible)