- Joined
- Jan 22, 2021
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
class GuntKnight : Actor
{
Default
{
//$Category "Monsters/KF"
Health 440;
Radius 24;
Height 64;
Mass 1000;
Speed 6;
PainChance 96;
Monster;
BloodColor "red";
+MISSILEMORE
+FLOORCLIP
SeeSound "guntknight/sight";
PainSound "guntknight/pain";
DeathSound "guntknight/death";
ActiveSound "guntknight/active";
Obituary "%o got Gunted! So sad...";
Tag "Gunt Knight";
}
States
{
Spawn:
GNT2 AB 10 A_Look ;
Loop;
See:
GNT2 AABBCCDD 4 A_Chase;
Loop;
Melee:
Missile:
GNT2 EF 6 A_FaceTarget;
GNT2 G 6 A_CustomComboAttack("GuntBall", 32, random(30, 50), "baron/melee");
GNT2 PQ 6 A_FaceTarget;
GNT2 R 6 A_CustomComboAttack("GuntBall", 32, random(30, 50), "baron/melee");
Goto See;
Pain:
GNT2 H 2;
GNT2 H 9 A_Pain;
Goto See;
Death:
GNT2 I 8;
GNT2 J 8 A_Scream;
GNT2 K 8;
GNT2 L 8
{
A_NoBlocking();
A_SpawnItemEx("LostSoul", -1, 0, 21, 0, 0, 0, 0, SXF_TRANSFERPOINTERS);
A_StartSound("skull/melee", 0);
}
GNT2 MN 8;
GNT2 O -1;
Stop;
Raise:
GNT2 O 8;
GNT2 NMLKJI 8;
Goto See;
}
}
class GuntBall : Actor
{
Default
{
Radius 6;
Height 16;
Speed 17;
FastSpeed 20;
DamageFunction random(25, 45);
Projectile;
+RANDOMIZE
+ZDOOMTRANS
RenderStyle "Add";
Alpha 1;
SeeSound "baron/attack";
DeathSound "baron/shotx";
Decal "BaronScorch";
}
States
{
Spawn:
GBAL AB 4 BRIGHT;
Loop;
Death:
GBAL CDEF 6 BRIGHT;
Stop;
}
}
Amazing work. I was smiling watching the clip knowing my shitty render ended up being a part of something so autistic and high quality.The Gunt Knight v1.
Thanks man. Glad you like it.Amazing work. I was smiling watching the clip knowing my shitty render ended up being a part of something so autistic and high quality.
I was thinking of maybe superchatting that video for the next MATI to show off the progress of the project so far.
Perhaps someone can put together a little map showing off more assets?
It's been a while since the community happenings post announcing the thread, we might get some new contributors.
I didn't mean make a full blown wad with every asset we have so far.To make a map with the assets, we must first put it all together since everything is in parts right now. That means also we must create definitions for the animated textures, switches and broken glass and create objects for some stuff that's not done yet. It will take some time and work is my point.
Yea, but it's something that has to be done anyway, so I thought it was better to do everything at once. Then you can pick and choose.I didn't mean make a full blown wad with every asset we have so far.
An idea could be a simple temple room(like the first stage in Hexen) with the sticker windows, some fancy colored lights and have the gunts bust through the windows. I made a breakable variant of the windows for just that reason.Just a simple 1-2 room map with a couple of gunt knights and some of the static textures/props
That would be great, I'm a bit busy and I still need to update the Kiwi mug. Also, If you could record too it would be great. The program I use does not capture the colors right so it looks dark and saturated, and I don't know what to do about that.I will grab some of the assets that were posted and put something together for a short clip.
Found a fix to the error, unzipped the file and changed version from "4.10" to "4.12" in zscript.txt, then repackaged and added as a resource in UDB and it works fine.Edit: Getting an error when loading the pk3 in Ultimate Doom Builder.
That's odd. Yea, I did change the version number for some debugging, but it worked so I forgot to change it back. Good catch.Found a fix to the error, unzipped the file and changed version from "4.10" to "4.12" in zscript.txt, then repackaged and added as a resource in UDB and it works fine.
I think you're using an older version of GZ Doom.
Edit: In the SNDINFO there is also no definition for the attack sound and melee attacks are just silent. You used the attack sounds as the active sound instead. I intended the active and sight sound to use the same sounds.
The "AttackSound" definition IS the melee sound, and that's what I mean, not the ranged attack sound. As far as I'm aware there is no demon sounds for projectile attacks and it's the projectiles that make the sound when they're fired.But the sound thing. Yea I switched it around since I'm dumb and missed the attack sound, which is why there's no attack definition. I can add it if you want, but I'm afraid it might get a little spammy. Maybe just have it % chance to play each attack since he attacks so often?
But the melee sound. That's odd because it uses the built in baron sound, and it works here so I can't explain that.
Gotcha, that makes sense.The "AttackSound" definition IS the melee sound, and that's what I mean, not the ranged attack sound. As far as I'm aware there is no demon sounds for projectile attacks and it's the projectiles that make the sound when they're fired.
Hmm, still getting the same error in UDB caused by the version in the zscript.txt. I'm using a fresh install of the current version of both GZDoom and UDB btw.Here's v1.1. Hope it works correctly now.
Did you unpack the file I posted? I just added the .zip so the forum would accept it, so if you unpacked it I can understand it breaking. If not I don't know but now it works so who cares.Hmm, still getting the same error in UDB caused by the version in the zscript.txt. I'm using a fresh install of the current version of both GZDoom and UDB btw.
Also you missed one of the attack sounds in SNDINFO.
Here's a version that should work fine on the current builds.
No, all I did was remove .zip from the name and got the same error as before when loading it in UDB.Did you unpack the file I posted? I just added the .zip so the forum would accept it, so if you unpacked it I can understand it breaking.
Dude, that was much better than what I would make. Perfect!Alright here's a little showcase WAD. I'm no pro Doom mapper but I think it shows off a decent chunk of the assets.
Any suggestions to what I should add/change or should I donate it for tomorrow's MATI as is?
View attachment 6374634
That's great. It's missing the explosion though so I'll add that later.Armor Bonus
View attachment 6376678
Troonshine Barrel
View attachment 6376680
Alternative
View attachment 6376679
Tried making the health bonus into a pizza slice as well but with Doom's palette and a 14x18 resolution I don't think that's possible.
Only one that I can think of and that's a custom "secret found" sound. Something that fits this site. Else, voice clips of cows but made demonic is always welcome. Ambient sounds or variants of stock Doom sounds works too.Haven't looked through the thread yet, will do so, but I like to make noises, musical or otherwise. Anything in particular need sounds?