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[SUBMISSION] Oblivion Knight


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 Post subject: Re: Oblivion Knight
PostPosted: 29 Apr 2011, 21:00 
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Hell Warrior  Hell Warrior
Joined: 27 Apr 2010, 12:02
Posts: 529
Location: Canada, eh
I found another problem with the flies, since you cant kill them with your weapons, and they are technically monsters, it will always count as having 1 unkilled monster even if you kill everything after they disappear.
(I'm making myself unclear)
Add this tag to the flies
-countkill

At least i think its the flies with this problem...
*insert signature here*


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 Post subject: Re: Oblivion Knight
PostPosted: 01 May 2011, 06:04 
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Suicide Bomber  Suicide Bomber
Joined: 31 Dec 2009, 01:14
Posts: 36
Mancubus wrote:
Add this tag to the flies
-countkill

Good catch, but its actually the OKs first form does not call die when it changes into its second form.


Tormentor667 wrote:
Much better, definitely nice, though 2 more suggestions:
  • First, make them pngs with their own palette (can be done in Slade afaik), so they can be used also in Hexen without any trouble
  • Second, make the life of the flies a little bit shorter and don't let them travel through solid walls, that's wierd.

I also cut the life span in half should to make them travel less and am trying to make it so that when their master dies there life drains about 10x as quick.
I have played around with changing this but it makes the OKs slower, anything more than 10 of them slows the game if the flies can collide with walls.
Do you think its worth it to make the flies stop for walls if it can slow the game down?


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 Post subject: Re: Oblivion Knight
PostPosted: 06 May 2011, 14:41 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4271
Location: Germany
Well, I think it's okay, but you can also reduce the amount of flies or shorten their life span. It's simply not fair when they can travel through walls, that heavily sucks :(


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 Post subject: Re: Oblivion Knight
PostPosted: 08 Feb 2012, 14:07 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4271
Location: Germany
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