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tutorials:modding:dehacked [2024/09/12 01:18] A User Not Logged intutorials:modding:dehacked [2025/04/14 04:51] (current) A User Not Logged in
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 +\\ tested in chocolate doom by creating a shortcut with a target field that looks like: "chocolate-doom.exe" -deh clovr.deh
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-The pickup ammo for the Plasma Rifle is twice that of the cell ammo, so obviously this is pretty unbalanced if the weakest enemy is dropping absurd amounts of plasma ammo. Let's try to balance this a little bit... Go to the weapons window and change the pickup amount to 2. Now cells will give you 2 ammo, and rifles will give you 4.+ 
 +The pickup ammo for the Plasma Rifle is twice that of the cell ammo, so obviously this is pretty unbalanced if the weakest enemy is dropping absurd amounts of plasma ammo. Let's try to balance this a little bit... Go to the Ammo window and change the pickup amount to 2. Now cells will give you 2 ammo, and rifles will give you 4.
  
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-WIP.+Alright. Now let's get complicated. We want him to explode when he dies and shoot mancubus fireballs at the same time. I'm not going to make any new sprites, so we'll swipe some exploding sprites from barrels. That would be BEXPC, BEXPD, and BEXPE. We'll head over to his entry in the "Things" section and remove his explode state since he's going to explode every time now, and his raise state since he'll no longer have a body.\\  
 +We'll also need 4 actions for this, scream, fall, fatattack3, explode. In his typical death he already has scream and fall, so we need two actionable states. We'll swipe those from the "SS Nazi" chase states. No one will notice.\\  
 +The states we're stealing are 734 and 735, but we can't just take them, we need to shift the SS Nazi's states around a little to free them up. Otherwise the SS will just explode when they chase you since they'll be sharing explosion states with the Former Humans.\\  
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 +So select state 733, after filtering for the SS Nazi, and change it's "Next state" to the first SS Nazi chase state (728). Then change it's sprite to the next walking sprite of the SS Nazi (SSVD) and the duration of states 732 and 733 to 6. It's a little hacky, but now when the SS nazi goes through it's chase cycle it'll at least cycle properly. Though the last two frames of animation will be chunkier in motion since they're not distributed across 4 states anymore, only 2. I hope that makes sense.\\  
 +We're also going to change state 735's next state to 192. You can now find the stolen SS Nazis states in the filter under "Unused".\\  
 +It's often much easier to steal entire enemies and redistribute their states as you see fit. The SS Nazi is a go-to because it's only used in the secret maps, and rarely used in custom maps. 
 + 
 +Now we redirect the Former Human (remember it's called "trooper" here) to use those stolen states. Set state 191's "next state" to 734, then refresh the list. You'll notice the new states show up under the original Former Human's states. So now it goes 191->734->735->192, even if they appear out of order. Finally we're going to change state 192's "Next state" to 0. We could just end it at 735, really, but if I were making this with bespoke sprites I'd want a little extra explosion puff on the end.\\  
 + 
 +OKAY. So we're going to change the sprites for the states.  
 +191 will be BEXPC, 734 will be BEXPD, and 735 will be BEXPE, and 192 will also be BEXPE.\\  
 + 
 +OKAY OKAY. Now we change the actions. 734 gets "Explode", and 735 gets "FatAttack3". And change the durations to 5 to match the other death frames. You can change multiple states at once by shift+selecting them. You can only have one action per state, so if you want these actions to happen closer together you need to make the duration on one of them shorter. All you need now is to change the sprites for the arachnotron projectile, if you want them to match the players plasma rifle. Find it in the "Sprite" window, and replace the sprites and frames for each state. The in-air sprites start with PLSS, and the exploding ones start with PLSE. You should be able to do this yourself now. 
 + 
 +OKAY OKAY OKAY. That's it! Now they fire plasma, drop plasma rifles, explode when they die (which tends to kill the other former humans around them), and fire off fireballs as they explode. LAST THING. Go to the "Trooper" (Former human) in the "Things" window and find the "Sounds" section therein. You'll see one that says "Death". Change that to "82" - that's the sound for a barrel explosion. 
 + 
 +That's really it now. If you want to see the .deh file I ended up with here you go:\\  
 +\\  
 + 
 +<WRAP button centeralign> 
 +{{:tutorials:modding:clovr_deh.zip | Download }} 
 +</WRAP> 
 + 
 +Hope this helped.
tutorials/modding/dehacked.1726103899.txt.gz · Last modified: 2024/09/12 01:18 by A User Not Logged in