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Doom 3 archvile
Doom 3 archvile














Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison) Re: Doom64 - ArchVile, Chaingunner, Revenant. Graphics Processor: nVidia with Vulkan support.

Doom 3 archvile windows#

(you can choose from this list, from the ones that are in Doom unused). Operating System Version (Optional): Windows 10. Then you "just" have to give every single projectile the damage type you want to. So you could create a new actor inheriting from it, giving it a specified DamageFactor for a specified damage type (0.0 for 100% protection). I totally forgot that the PowerProtection has the DamageFactor property available! Unfortunately I cannot think of a way to make some projectiles deal damage, while other (or in this case hitscans) don't without the DamageFactor property which will require to create a new armor actor that can give the "wearer" a DamageFactor protection, but armors have no time limit and have values that will drop when hit without exception (for what I know at least).Īnyway, You could make an armor with a 0% save percent and with a DamageFactor of 1.0 to a specific damage type and then remove that armor through the script when the player runs out of dummy items, but still I don't know what would happen if the player get another armor when the powerup is active.

doom 3 archvile

I've been doing some experiments with DEHACKED and I managed to get the Spiderdemon to act like a pain elemental in doom 1, so i think archviles are definitely possible.

doom 3 archvile

#library "AWSMLIB.ACS" //Whatever you named your script (text) lump in name #include "zcommon.acs" If enough people want it, I would be completely fine with making a version that works on Doom 1 (sourceports only ofc), and maybe even Heretic.














Doom 3 archvile