OPMonsters - Customizable monsters (Version 1b)
Posted: Wed May 11, 2022 3:59 am
I am proud to announce the release of version one of OPMonsters, designed to accompany weapons-only mods like Russian Overkill or my own OPWeapons. This might at first appear to be just a compilation of monsters from Realm 667, but it is more than that. I have implemented eight nine CVars that you can use to customize just how OP the monsters are.
Download Link:
https://allfearthesentinel.net/zandronu ... rs_v1b.pk3
Code: Select all
- float OMHealth = 1.0; //0.1 - 10.0, Monster health multiplier
- bool OMVile = False; //Can all monsters raise other monsters?
- bool OMRaiseBoss = False; // Can bosses be raised?
- int OMMult = 1; //1 - 10, Multiply monster by how many?
- int OMFadeTime = 180; //0 - 600, in seconds, 0 means no fading. How long until dead monsters fade away.
- float OMDmgTaken = 1.0; //0.1 - 10.0, Player damage taken multiplier, for ports without sv_coop_damagefactor, which is better.
- bool OMMThru = False; //Do monster missiles go through other monsters of same species? (all monsters if OMMult > 1)
- bool OMBlockMons = True; //Are monsters blocked by monster-blocking lines?
- int OMDrop = 15; //0 - 15, What do monsters drop? Add the following together as desired: (added in version 1b)
//1 = drop powerups
//2 = drop weapons
//4 = drop health (and armor)
//8 = drop ammo
https://allfearthesentinel.net/zandronu ... rs_v1b.pk3