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The preview picture link doesn't appear to work...
Visually, I like it too, but I wish they had separate colors. Maybe make the Baby green, Teen base color, Adult dark brown, and "the other one" black if and when you get to it.
I did find that it doesn't play well with rapid-fire weapons--if its pain gets triggered while it's in mid-air, it can then reattempt to jump while still in the middle of its last jump, which results in it Space Jumping until it hits the ceiling and/or leaves your field-of-view.
I'm a little uncertain about the general appearance, too. Without the "segments", they don't really look like worms so much as...I dunno, maybe langoliers or something like that. I'd love to see the segments made to work.
I feel like they could probably get away with 1/2 to 1/3 of the health they have currently, considering their size and appearance.
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[img]www.thisisafakewebsite.com/fakeimage.ong[/img]
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I did find that it doesn't play well with rapid-fire weapons--if its pain gets triggered while it's in mid-air, it can then reattempt to jump while still in the middle of its last jump, which results in it Space Jumping until it hits the ceiling and/or leaves your field-of-view.
I believe this should be fixed now.
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Well firstly when I go to the link it tells me "I'm not supposed to be there". Second, you should link to the image itself and use the img tags.
At the moment they still do it. I think at the beginning of his "see" state he needs to check if he's on the floor or not; if he isn't on the floor, then he should go to some state that prevents him from attacking, and loops until he's on the floor, at which point he can go back to his "see" state and be allowed to attack again.
BTW, I just noticed the burrowing attack for the large one. That's a really cool move! However, the player does try to autoaim for it while it's submerged. It probably needs a couple flags toggled to disable shootability and/or autoaim.
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I wasn't able to find a way to switch the monster from an aimable and nonaimable state, unfortunately. The only thing I could find was a "notautoaimed" flag and this "cl_doautoaim" state that only appears to work in player settings. I tried to give this to the worm but I got an error.
Also, one thing that is a bit upsetting about the Burrowing attack that I can't implement is that I was wanting to make the worm travel faster while in that state. It is able to do it but only for a development version at the moment. Set Speed Maybe after this is fully supported I will update this monster with this implemented, but for now, oh well.
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