Complex Doom Invasion - v0.99.8a
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RE: Complex Doom Invasion
Sorry, of course I didn't see your first post, I will explain you quickly how it works.
To make Zandronum launch a map as Invasion you must place an invasion thing, like a monster or an item spot.
Each spot got 5 arguments:
. arg1: how many things will spawn from that spot, item will respawn there only if they are taken, but monster will keep spawning if the spot is free.
. arg2: the delay before spawning another thing, if you take an item then it will wait this delay to respawn another one, and if a monster spawned from this spot then it will wait the same delay to respawn the same monster.
. arg3: is the delay before the spot start spawning his stuff, this delay is reset at each wave.
. arg4: is the 1st wave when you want this spot to start spawning his stuff, after that if you want the spot to stop working you will have to give it an ID and remove it with scripts.
. arg5: is the maximum amount of things that will spawn from spot, knowing the the number of things spawned from this spot will raise with wave progress.
You told me that you are new at mapping, then I will tell you that Invasion map isn't the best part to begin with because you will need to have some knowledge at ACS.
To make Zandronum launch a map as Invasion you must place an invasion thing, like a monster or an item spot.
Each spot got 5 arguments:
. arg1: how many things will spawn from that spot, item will respawn there only if they are taken, but monster will keep spawning if the spot is free.
. arg2: the delay before spawning another thing, if you take an item then it will wait this delay to respawn another one, and if a monster spawned from this spot then it will wait the same delay to respawn the same monster.
. arg3: is the delay before the spot start spawning his stuff, this delay is reset at each wave.
. arg4: is the 1st wave when you want this spot to start spawning his stuff, after that if you want the spot to stop working you will have to give it an ID and remove it with scripts.
. arg5: is the maximum amount of things that will spawn from spot, knowing the the number of things spawned from this spot will raise with wave progress.
You told me that you are new at mapping, then I will tell you that Invasion map isn't the best part to begin with because you will need to have some knowledge at ACS.
RE: Complex Doom Invasion
Thank you for replying.
Can you give me a good place to start with ACS ?
Oh and... Complex doom really needs a wiki.
EDIT: Or maybe an entire website (forum at least) but.... yeah I shouldn't ask too much ;)
Can you give me a good place to start with ACS ?
Oh and... Complex doom really needs a wiki.
EDIT: Or maybe an entire website (forum at least) but.... yeah I shouldn't ask too much ;)
Last edited by axel37 on Sun Nov 29, 2015 12:58 pm, edited 1 time in total.
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RE: Complex Doom Invasion
Sorry but I'm not good as a teacher, I learned ACS by looking in project that I liked and with the help of Zdoom Wiki and the community.axel37 wrote: Thank you for replying.
Can you give me a good place to start with ACS ?
Oh and... Complex doom really needs a wiki.
EDIT: Or maybe an entire website (forum at least) but.... yeah I shouldn't ask too much ;)
And I'm not the creator of Complex Doom so for a website ask it to Daedalus.
RE: Complex Doom Invasion
Okay, I'll look for videos guide and go trough the wiki.Sorry but I'm not good as a teacher, I learned ACS by looking in project that I liked and with the help of Zdoom Wiki and the community.
How can I contact him ?And I'm not the creator of Complex Doom so for a website ask it to Daedalus.
So, is there a place where I can find answer to my questions about ComplexDoom ?
Last edited by axel37 on Sun Nov 29, 2015 3:24 pm, edited 1 time in total.
RE: Complex Doom Invasion
Daedalus has pretty much said he's never creating a forum thread, so unless someone makes a Zandro Wiki page about it, you just have to ask your questions ingame or on IRC. Or PM Daed' here on the forums.axel37 wrote: So, is there a place where I can find answer to my questions about ComplexDoom ?
Last edited by Ænima on Sun Nov 29, 2015 7:34 pm, edited 1 time in total.
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
RE: Complex Doom Invasion
Something occurred to me when thinking about all those times a monster gets stuck at the end of a wave (maybe a couple) and players end up hunting for it all across the map. Sometimes it's an imp trapped in a little room that is irrelevant at that point in the map. Maybe you could make it so that whenever there is like 1% or less monsters left in a wave, they spawn an actor that appears as a mark in the automap, with the exception of maybe bosses and the kind of monsters that are supposed to be alone. I don't know if this is possible, but i'm willing to guess it is.
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RE: Complex Doom Invasion
This is logic, and it shall has been implimented in the main invasion gameplay, but I can't think that I will be able to code that because the spawned monsters don't have a speficied ID, the only solution would be to spawn somewhere an invisible ally actor that would spot them and give them an inventory that would start marking them on the automap, but it's not codable on Zandronum 2.1Lycaon wrote: Something occurred to me when thinking about all those times a monster gets stuck at the end of a wave (maybe a couple) and players end up hunting for it all across the map. Sometimes it's an imp trapped in a little room that is irrelevant at that point in the map. Maybe you could make it so that whenever there is like 1% or less monsters left in a wave, they spawn an actor that appears as a mark in the automap, with the exception of maybe bosses and the kind of monsters that are supposed to be alone. I don't know if this is possible, but i'm willing to guess it is.
Last edited by fr blood on Tue Dec 01, 2015 8:43 am, edited 1 time in total.
RE: Complex Doom Invasion
In Killing Floor, the last monster would be killed if players cannot find it. Could have an ACS script that runs and checks ThingCount for type of monsters and kill remaining monsters. If the problem becomes bad enough, then I'd be tempted to code this script.
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RE: Complex Doom Invasion
My best way of dealing with it is using "kill monsters"...."kill" works as well incase I get stuck, there should be a vote like function for the admin of the server that can be used to kill all monsters currently in the map so that the gameplay can move forward.
Last edited by Sepia-Paper on Tue Dec 01, 2015 11:05 am, edited 1 time in total.
RE: Complex Doom Invasion
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler]DOOTDOOTDOOTDOOT[/spoiler]
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RE: Complex Doom Invasion
That's the ultimate Complex Invasion boss brought to you by blood!
RE: Complex Doom Invasion
Final boss confirmed to be a zombie totempole! (additional mancubi & baby demo topping included!)
Ką?
RE: Complex Doom Invasion
Hi ! (me again...)
So I'm still working on my invasion map, and I just got a question....
Is there any Mini-Bosses ?
Boss-like monsters with less HP or, idk...
So I'm still working on my invasion map, and I just got a question....
Is there any Mini-Bosses ?
Boss-like monsters with less HP or, idk...
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RE: Complex Doom Invasion
Actually the only mini boss monsters are Legendary Cyberdemon and Sentient.axel37 wrote: Hi ! (me again...)
So I'm still working on my invasion map, and I just got a question....
Is there any Mini-Bosses ?
Boss-like monsters with less HP or, idk...
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RE: Complex Doom Invasion
Hello, I just played your project as singleplayer with Russian Overkill mod plus the patch i made, god that was awesome...
Hello, I just played your project as singleplayer with Russian Overkill mod plus the patch i made, god that was awesome
Hello, I just played your project as singleplayer with Russian Overkill mod plus the patch i made, god that was awesome
Last edited by kyanh_icloud on Thu Dec 31, 2015 3:28 pm, edited 1 time in total.
RE: Complex Doom Invasion
Ok, the marines just got 0-6'd in Alien Vendetta MAP01-MAP06 (marines lost EVERY ROUND); I think this mod is kind of unbalanced.
EDIT: Specifically what killed us was monster-camping; the best example was MAP03 where a team of revenants spammed missiles through a doorway; it didn't matter how good you were; you really could not get through that.
EDIT: Specifically what killed us was monster-camping; the best example was MAP03 where a team of revenants spammed missiles through a doorway; it didn't matter how good you were; you really could not get through that.
Last edited by Untitled on Thu Dec 31, 2015 10:12 pm, edited 1 time in total.
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RE: Complex Doom Invasion
Untitled wrote: Ok, the marines just got 0-6'd in Alien Vendetta MAP01-MAP06 (marines lost EVERY ROUND); I think this mod is kind of unbalanced.
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RE: Complex Doom Invasion
If you are talking about Master of Puppet then you are in the wrong thread.
kyanh_icloud thanks for you reply, I still wonder how the hell you managed to make it compatible with RO.
kyanh_icloud thanks for you reply, I still wonder how the hell you managed to make it compatible with RO.
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RE: Complex Doom Invasion
Well, I have a heavily beta patch, because I'm so new to mod development, here: http://www.mediafire.com/download/wv201 ... ta_2_5.pk3fr blood wrote: If you are talking about Master of Puppet then you are in the wrong thread.
kyanh_icloud thanks for you reply, I still wonder how the hell you managed to make it compatible with RO.
- The files must be loaded in the good order:
. complex-doom.v26a2.pk3
. lca-v1.5.0.pk3
. complex-doom-song_0.9.pk3
. complex-doom-invasion_0.9.wad
. RO_pb_2.2_zan_01.pk3
. Complex_doom_LCA_class_RO_patch_beta_2_5.pk3
- The patch used the zandonum port of the older version of the RO mod by user HexaDoken (of this forum), in this thread http://zandronum.com/forum/showthread.php?tid=4500 , if you want him to update the port to a custom version 2.3.x (closest to the latest official version) for more feature then go convince him
- The patch will going to have bug's like:
+ Gray armor and Red armor are uncollectible, I'm plan to replace it with shield charge's (done)
+ You can't use tank or any kind of suit
+ Some weapon (pretty rare) is unchanged complex doom weapon and can't be collected
+ Even more problem of the patch you will found ...
- I can't spend time develop this patch like any other mod maker, I even have school to do... So if anyone want to fix the patch, then go ahead, don't forget to credit me (for the idea and attempt) and youseft (for fixing the patch)
Last edited by kyanh_icloud on Sat Jan 30, 2016 10:15 am, edited 1 time in total.
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RE: Complex Doom Invasion
I agree, on map cdm03 and cdm12, when so many monster coming around, same effect as nut wad'sDoomenator wrote: I think need a patch to the corpses of the monsters disappeared faster or burned as in Legacy Of Suffering.
So also this patch will useful for Complex Doom on maps with lots of monsters.
(arrrrrg, My english!!!!!)