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The tank should start acting weirdly. Its movement becomes erratic while appearing to move away from the cyberdemon, and it doesn't fight
.tb_button {padding:1px;cursor:pointer;border-right: 1px solid #8b8b8b;border-left: 1px solid #FFF;border-bottom: 1px solid #fff;}.tb_button.hover {borer:2px outset #def; background-color: #f8f8f8 !important;}.ws_toolbar {z-index:100000} .ws_toolbar .ws_tb_btn {cursor:pointer;border:1px solid #555;padding:3px} .tb_highlight{background-color:yellow} .tb_hide {visibility:hidden} .ws_toolbar img {padding:2px;margin:0px}
If (Target) //Null check
{
//Retreat if the target is close and about as big if not bigger than a Cyberdemon.
If (Distance3D (Target) <= 1024 && Target.Height >= 100 && Target.Radius >= 24)
{
Self.vel.x = 0;
Self.vel.y = 0;
A_FaceTarget();
A_Recoil (Speed+2);
}
//Retreat if the target is too close and has more than 600 health.
If (Distance3D (Target) <= 512 && Target.Health >= 600)
{
Self.vel.x = 0;
Self.vel.y = 0;
A_FaceTarget();
A_Recoil (Speed+2);
}
}
Another issue I found is with the "dead" tank: when viewed from some angles, its turret alternates between two sprites.
With that said, I feel a demonstration map could be included to show how best to utilize the tank, as it's not your typical enemy/ally.
I spawned one in the midst of a group of monsters in Doom 2's MAP18, and half the time I'm not sure what it's doing. I was like: "Come on! There are loads of monsters. Start killing things!", and all it did was, I think, try to chase them so that it can run over them while they flee from it to areas where the tank can't reach them at.
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Honestly you'd be better off using a model rather than sprites for the tank, since the Engine can't exactly handle separate length and width in sprites well.
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-The fire spawned by the MainBattleTankDead is not full bright.
-If the empty tank doesn't do anything at all, then it should have the NotAutoAimed flag.
-I know it's not realistic, but maybe the tank should do something to alert the player that it's going to attack, like stop for a little bit and make a noise or something, it's really hard to avoid getting shot by the tank.
-The dead upper part should just have 8 rotations instead of 16, the turret having more rotation sprites looks already weird, but makes sense while it is still alive.
-This is one of the heaviest submissions yet that's not a texture pack, the sprites are really heavy. I tired converting them to palleted pngs and their sizes reduced a lot, and if you ask me, they don't look that bad:
-Maybe recolor the gray parts of the tank to darker green, so it ressembles the camo textures from Plutonia:
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I cannot convert them to paletted PNGs since they would lose all their offsets
I've made and finished the demo map that Blue Shadow wanted me to make (It's pretty basic though, so don't expect it getting any Cacoawards any time soon
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If we're talking about only conversion, SLADE can do that while retaining the offsets.
You didn't make an actual, playable map, did you?
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