[WIP] Complex Doom: LCA (Legendary Complex Addon)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
tarrasqueSorcerer
 
Posts: 27
Joined: Thu Dec 10, 2015 1:03 pm

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#581

Post by tarrasqueSorcerer » Sat Jul 29, 2017 7:17 am

I think invul states are bad. It's okay if they are telegraphed in some way (e.g. some sort of shield animation), but when the monster randomly becomes invulnerable when attacking (for example) it's just artificially extending the fight.

If you added them in order to make some attacks or charge-ups impossible to interrupt, you can achieve the same result with NOPAIN and BUDDHA flags.

Peashooter577
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Posts: 5
Joined: Sat Jun 24, 2017 10:14 pm

[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#582

Post by Peashooter577 » Sat Jul 29, 2017 8:31 pm

Legendary wrote: Yeah no TLA yet, maybe one day he'll be done. Also, what do you guys think about the invul states for Leg monsters and things of that nature? If you have any suggestions for improvements I'm all ears. I just haven't had the time to work on the mod in a while due to work.
I have an idea about it, you can replace the invul states by resistance (power protection) since makes more sense than invul and weapons like dtbfg or devastator does a lot of damage but they are a lot useless against monsters with long invul frames or spamming teleport.
I just made a detailed example with the Hell Duke from complex:

[spoiler]Actor HellDuke : HellKnight 28524
{
States
{
PainHeal:
HDUK Q 4 Bright A_Pain
HDUK ON 6 Bright A_FaceTarget
TNT1 A 0 A_ChangeFlag(NOBLOOD,1) //to looks similar to the invul.
TNT1 A 0 A_ChangeFlag(PAINLESS,1) //avoid ripping projectiles cause pain.
//TNT1 A 0 A_SetInvulnerable
TNT1 A 0 A_GiveInventory("MonsterResistance",1)
TNT1 A 0 A_GiveInventory("DukeToken",1)
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_PlaySound("duke/see")
HDUK MMMMMM 2 Bright A_SpawnItem("DukeHealFlameSpawner",0,0,0,0)
TNT1 A 0 A_FaceTarget
HDUK MMMMMM 2 Bright A_SpawnItem("DukeHealFlameSpawner",0,0,0,0)
HDUK N 6 Bright A_TakeInventory("MonsterResistance",1)
TNT1 A 0 A_ChangeFlag(PAINLESS,0)
TNT1 A 0 A_ChangeFlag(NOBLOOD,0)
//TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_Jump(87,1)
Goto See
TNT1 A 0 A_FaceTarget
Goto BurstComet+2
Death:
TNT1 A 0
TNT1 A 0 A_TakeInventory("MonsterResistance",1) //avoid issues when raised by viles.
TNT1 A 0 A_TakeInventory("DukeToken",3)
HDUK R 10 Bright A_Scream
HDUK RRRRSSSSTTTTUUUUVVVV 2 Bright A_CustomMissile("Kaboom4", random(20,80), 0, random(0,360), 2, random(0,360))
TNT1 AAAA 0 A_CustomMissile("SmokeFX", Random(40,80), 0, random(0,360), 2, random(0,360))
HDUK W 8 A_Fall
HDUK XY 6
HDUK Z -1
Stop
}
}

Actor MonsterResistance : PowerProtection
{
+INVENTORY.PERSISTENTPOWER
+INVENTORY.HUBPOWER
+NOPAIN
Powerup.Duration 0x7FFFFFFF
DamageFactor "Normal", 0.5 //50%
}[/spoiler]

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[WIP] Re: Complex Doom: LCA (Legendary Complex Addon)

#583

Post by Fused » Tue Aug 01, 2017 10:08 am

This is not one of the first times something stupid got trashed from here. Those links probably ain't even all of the trashes that have been made. Go figure.

Since bullshit remains to happen in this thread with no sight on improvement, I decide to lock this thread. If Legendary wants to make another thread, he is free to do so, on the term that he only uses it for updates, and not for replies from other people on here. I brought this up with the other mods for discussion, but for now this decision is final.

EDIT: decision is now final.
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