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[APPROVED][UPDATE] Imp Warlord


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 Post subject: Imp Warlord
PostPosted: 10 Jun 2011, 22:04 
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Lost Soul  NULL ≠ TNT1
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Changes made:
  • Converted images to PNG format
  • Added NEVERRESPAWN flag to BatFamiliar and DragonFamiliar
  • Set Master/Child relationship with the Imp Warlord and it's summons (They won't infight with each other)
  • Changed Actor names to prevent conflicts
  • Removed DoomEd numbers

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Last edited by Popsoap on 14 Nov 2011, 02:35, edited 13 times in total.

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 Post subject: Re: Imp Warlord
PostPosted: 11 Jun 2011, 01:26 
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Commander Keen  A rather ghastly dragon
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Popsoap wrote:
Changed Actor names to prevent conflicts

Conflicts with what, and what did you change them to?
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 Post subject: Re: Imp Warlord
PostPosted: 11 Jun 2011, 03:56 
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Lost Soul  NULL ≠ TNT1
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Ghastly wrote:
Conflicts with what, and what did you change them to?

Forgive me for being unclear.

The conflict would be the BatFamilar in the Beastiary which should respawn since it isn't summoned by another monster. I changed it to "WarlordBatFamiliar". If you want, I can change it back or make it the same actor that the EyeBat spawns.


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 Post subject: Re: Imp Warlord
PostPosted: 11 Jun 2011, 04:52 
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Commander Keen  A rather ghastly dragon
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Popsoap wrote:
Ghastly wrote:
Conflicts with what, and what did you change them to?

Forgive me for being unclear.

The conflict would be the BatFamilar in the Beastiary which should respawn since it isn't summoned by another monster. I changed it to "WarlordBatFamiliar". If you want, I can change it back or make it the same actor that the EyeBat spawns.

Ah. I see no reason change both. You already renamed one of them, so you don't really have to for the other, since they wouldn't conflict anymore.

If they are different, stat-wise, then let's keep them separate. If there's very minor difference, like radius or height or things like that, then we can probably get away with making them use the same actor and putting a note in the info.


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 Post subject: Re: Imp Warlord
PostPosted: 11 Jun 2011, 14:10 
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Lost Soul  NULL ≠ TNT1
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Update: Changed "WarlordBatFamilar" actor to "SummonedBatFamiliar". This will be the same bat that the EyeBat uses as well.

Extra Update: I messed up the melee attack for the Imp Warlord, I changed it back to what it should be now.

Super Extra Update: I modified the "DragonFamiliar" actor to only attack when up close.

Final Update: fixed offsets on the Imp Warlord's red projectile.

Thank god I playtested it.


Last edited by Popsoap on 09 Nov 2011, 13:10, edited 2 times in total.

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 Post subject: Re: Imp Warlord
PostPosted: 16 Oct 2011, 23:12 
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Lost Soul  NULL ≠ TNT1
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Hate to impose, but I'm anxious to know if this will be approved or not.


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 Post subject: Re: Imp Warlord
PostPosted: 17 Oct 2011, 00:23 
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Commander Keen  A rather ghastly dragon
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Oh, yeah, this and the other three are approved.


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 Post subject: Re: Imp Warlord
PostPosted: 09 Nov 2011, 03:02 
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Lost Soul  NULL ≠ TNT1
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Small update (The link on the first post will lead to the download), I changed the behavior of the dragon familiar slightly. It only calls A_JumpIfCloser after it breathes 3 puffs.

EDIT: The FamiliarSpawner now bounces on water and also dies when submerged.

SUPER EDIT: And... fixed a bug where the FamiliarSpawner didn't truly "die" if it was submerged underwater.


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 Post subject: Re: Imp Warlord
PostPosted: 10 Nov 2011, 15:18 
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Commander Keen  A rather ghastly dragon
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Popsoap wrote:
It only calls A_JumpIfCloser after it breathes 3 puffs.

So, it can start the attack from any distance, but will only fire three projectiles unless it's close enough? There are much cleaner ways of limiting the range of an attack.


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 Post subject: Re: Imp Warlord
PostPosted: 13 Nov 2011, 19:00 
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Ghastly wrote:
So, it can start the attack from any distance, but will only fire three projectiles unless it's close enough? There are much cleaner ways of limiting the range of an attack.


It has a MaxTargetRange of 78 which is approximately the same distance as A_JumpIfCloser(270, offset). Basically, it can only start attacking at about the same distance required for it to keep attacking.

Unless I somehow missed something. Its attack seemed to work fine when I had fastmonsters on.


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