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TinyCyber - A Custom monster for a free use

 
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Aeyesx
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Joined: 13 Oct 2012
Location: Czech Republic

PostPosted: Thu Aug 18, 2016 3:28 pm    Post subject: TinyCyber - A Custom monster for a free use Reply with quote

Hey

I made a gray baby-cyber or a tiny cyberdemon.
http://www.filedropper.com/tinycyberfinal_1
An original idea of x38_ViTa_38

Uses combo of ACS + DeHackEd + DehSUPP
100% complete.
Uses custom hi-pitched sounds of cyber.
Medium difficulty. Shoots 1 "TinyRocket"
Fully customizable.

Does not touch vannila monsters even a bit.
Feel free to use it with a little credit ^.^


Code:

# DeHackEd by Medis aka Aeyesi >)
# medis0003@gmail.com
#
# These are actual definitions that are used by ZDaemon
# Created for ver. 1.10 Beta07
# Remember, value for width and height, divide that number by 65336
#
# Enjoy!

#%%%%%%%%%%%%%%%%%%%%%%%%%% TINYROCKET %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Thing 638 (TinyRocket n TableShit9)
Game = Any
width = 392016 #6
height = 261344 #4
Missile damage = 20
Scale = 0.5
Speed = 6
Bits = 0 + RANDOMIZE + NOBLOCKMAP + NOGRAVITY + DROPOFF + MISSILE + NOTELEPORT + BLOODSPLATTER + STRIFEDAMAGE + DROPOFF

#
# S O U N D S
#

Pain sound = 0
Action sound = 0
Alert sound = 14 #RLAUNC
Death sound = 82 #BAREXP
Attack sound = 0

#
# S T A T E S
#

Initial frame = 4800
Death frame = 4799
Injury frame = 0
First moving frame = 0
Exploding frame = 0
Far attack frame = 0
Crash frame = 0
Close attack frame = 0
Burning death frame = 0
Respawn frame = 0
Ice death frame = 0

#                   ||| INITIAL FRAME DEFINITON |||
Frame 4800 # A_Null
Sprite number = 22 #MISL
Sprite subnumber = 32768 #A Bright
Next frame = 4800
Duration = -1

#                   ||| DEATH FRAME DEFINITON |||
Frame 4799 # A_Detonate
Sprite number = 22 #MISL
Sprite subnumber = 32769 #A Bright
Next frame = 4798
Duration = 8

Frame 4798 # A_Null
Sprite number = 22 #MISL
Sprite subnumber = 32770 #A Bright
Next frame = 4797
Duration = 6


Frame 4797 # A_Null
Sprite number = 22 #MISL
Sprite subnumber = 32771 #A Bright
Next frame = 0   
Duration = 4

[CODEPTR]
Frame 4800 = Null
Frame 4799 = Detonate
Frame 4798 = Null
Frame 4797 = Null

#%%%%%%%%%%%%%%%%%%%%%%%%%% TINYCYBER %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Thing 216 (TinyCyber n Beast)
Game = Any
width = 1306720 #20
height = 3658816 #64
Bits = 0 + SOLID + SHOOTABLE + COUNTKILL + NORADIUSDMG
ID #= 15000
SpawnID #= 155
Speed = 6
Scale = 0.5
Hit points = 500
Melee damage = 0

#
# S O U N D S
#

Pain sound = 26 #DMPAIN
Action sound = 77 #DMACT
Alert sound = tinycyber/sight
Death sound = 68 #CYBDTH
Attack sound = 0

#
# S T A T E S
#

Initial frame = 674
Injury frame = 690
First moving frame = 4814
Death frame = 691
Exploding frame = 691
Far attack frame = 4816
Crash frame = 0
Close attack frame = 0
Burning death frame = 0
Respawn frame = 0
Ice death frame = 0

#                   ||| PAIN FRAME DEFINITON |||
Frame 690 #A_Pain
Next frame = 4813

#                   ||| INITIAL FRAME DEFINITON |||
Frame 674 #Look
Duration = 0

Frame 675 #CPA_ExecuteAlways
Duration = 0
Next frame = 4796
Duration = 0
Args1=999

Frame 4796 # A_Look
Sprite number = 49 #CYBR
Sprite subnumber = 0 #A
Next frame = 4796
Duration = 10

#                   ||| FAR ATTACK FRAME DEFINITON |||
Frame 4816 # A_FaceTarget
Sprite number = 49 #CYBR
Sprite subnumber = 4 #E
Next frame = 4815
Duration = 8

Frame 4815 # A_CPA_CustomMissile
Sprite number = 49 #CYBR
Sprite subnumber = 32773 #F Bright
Next frame = 4814 # Goto See
Duration = 7
Args1=638 #TinyRocket
Args2=1572864
Args3=0
Args4=0
Args5=0
Args6=14 #RLAUNC

#                   ||| MOVING FRAME DEFINITON |||
#%% A SEGMENT %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Frame 4814 # A_PlaySound
Sprite number = 49 #CYBR
Sprite subnumber = 0 #A
Next frame = 4813
Duration = 0
Unknown 1 = 110
Unknown 2 = 0

Frame 4813 # A_Chase
Sprite number = 49 #CYBR
Sprite subnumber = 0 #A
Next frame = 4812
Duration = 2

Frame 4812 # A_Chase
Sprite number = 49 #CYBR
Sprite subnumber = 0 #A
Next frame = 4811
Duration = 2

Frame 4811 # A_Chase
Sprite number = 49 #CYBR
Sprite subnumber = 0 #A
Next frame = 4810
Duration = 2

#%% B SEGMENT %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Frame 4810 # A_Chase
Sprite number = 49 #CYBR
Sprite subnumber = 1 #B
Next frame = 4809
Duration = 2

Frame 4809 # A_Chase
Sprite number = 49 #CYBR
Sprite subnumber = 1 #B
Next frame = 4808
Duration = 2

Frame 4808 # A_Chase
Sprite number = 49 #CYBR
Sprite subnumber = 1 #B
Next frame = 4807
Duration = 2

#%% C SEGMENT %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Frame 4807 # A_Chase
Sprite number = 49 #CYBR
Sprite subnumber = 2 #C
Next frame = 4806
Duration = 2

Frame 4806 # A_Chase
Sprite number = 49 #CYBR
Sprite subnumber = 2 #C
Next frame = 4805
Duration = 2

Frame 4805 # A_Chase
Sprite number = 49 #CYBR
Sprite subnumber = 2 #C
Next frame = 4804
Duration = 2

#%% D SEGMENT %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Frame 4804 # A_Chase
Sprite number = 49 #CYBR
Sprite subnumber = 3 #D
Next frame = 4803
Duration = 2

Frame 4803 # A_Chase
Sprite number = 49 #CYBR
Sprite subnumber = 3 #D
Next frame = 4802
Duration = 2

Frame 4802 # A_Chase
Sprite number = 49 #CYBR
Sprite subnumber = 3 #D
Next frame = 4801
Duration = 2

Frame 4801 # A_PlaySound
Sprite number = 49 #CYBR
Sprite subnumber = 3 #D
Next frame = 4814
Duration = 0
Unknown 1 = 109
Unknown 2 = 0

[STRINGS]
OB_BEAST = %o let a tiny cyber smash %h

[CODEPTR]
Frame 4816 = FaceTarget
Frame 4815 = CPA_CustomMissile
Frame 4814 = PlaySound
Frame 4813 = Chase
Frame 4812 = Chase
Frame 4811 = Chase
Frame 4810 = Chase
Frame 4809 = Chase
Frame 4808 = Chase
Frame 4807 = Chase
Frame 4806 = Chase
Frame 4805 = Chase
Frame 4804 = Chase
Frame 4803 = Chase
Frame 4802 = Chase
Frame 4801 = PlaySound
Frame 675 = CPA_ExecuteAlways
Frame 4796 = Look

#Global fix
Text 4 4
BLODBLUD

Frame 1157
Duration = 0
Next frame = 0
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GreenchiL
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Joined: 19 Aug 2011
Location: Planet Earth Clans: [LA], [XXX], [SPQR]

PostPosted: Thu Aug 18, 2016 7:10 pm    Post subject: Re: TinyCyber - A Custom monster for a free use Reply with quote

Good work there (y) Smile

Aeyesx wrote:
Does not touch vannila monsters even a bit.


So this doesn't replace any monster and can be used as a new monster in custom maps?

or am I wrong..
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Aeyesx
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Joined: 13 Oct 2012
Location: Czech Republic

PostPosted: Thu Aug 18, 2016 7:26 pm    Post subject: Re: TinyCyber - A Custom monster for a free use Reply with quote

C-Robert wrote:
Good work there (y) Smile

Aeyesx wrote:
Does not touch vannila monsters even a bit.


So this doesn't replace any monster and can be used as a new monster in custom maps?

or am I wrong..


Yes!, if you open it in doom builder you WILL find completly new monster you can use... It does not alter / replace any doom stuff

You can use it as a separate wad to make sure itll work or you can merge it into your wad, and if u leave credit itll be nice Wink
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GreenchiL
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Joined: 19 Aug 2011
Location: Planet Earth Clans: [LA], [XXX], [SPQR]

PostPosted: Thu Aug 18, 2016 10:13 pm    Post subject: Reply with quote

Awesome! I might use this in my coop WAD "trend" Smile

Finally found something that ZDaemon supports, and is unlike that realm667 bestiary stuff having DECORATE only..?
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Aeyesx
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Joined: 13 Oct 2012
Location: Czech Republic

PostPosted: Thu Aug 18, 2016 10:57 pm    Post subject: Reply with quote

C-Robert wrote:
Awesome! I might use this in my coop WAD "trend" Smile

Finally found something that ZDaemon supports, and is unlike that realm667 bestiary stuff having DECORATE only..?


Pickup any monster from Realm667 u want. There is no problem to convert it
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Fri Aug 19, 2016 3:40 am    Post subject: Reply with quote

Yeah man, just like Aeyesx says!

...did you never play Trogun's megawad? He has something like 50 different monstertypes all running around in the same maps Very Happy
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GreenchiL
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Joined: 19 Aug 2011
Location: Planet Earth Clans: [LA], [XXX], [SPQR]

PostPosted: Fri Aug 19, 2016 9:47 am    Post subject: Reply with quote

I gave it a shot only once or twice maybe just for a few mins. Will definitely check it out now that I know! Very Happy
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UberGewei
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Joined: 01 Sep 2010
Location: The Netherlands

PostPosted: Fri Aug 19, 2016 10:27 am    Post subject: Reply with quote

Cybershark wrote:
...did you never play Trogun's megawad? He has something like 50 different monstertypes all running around in the same maps Very Happy


Not to forget, BossBattles.

http://forums.zdaemon.org/viewtopic.php?t=12133&sid=811e6744077e66a6bb8cb5d7ae68dc25
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GreenchiL
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Joined: 19 Aug 2011
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PostPosted: Sat Aug 20, 2016 6:48 pm    Post subject: Reply with quote

UberGewei wrote:
Not to forget, BossBattles.

http://forums.zdaemon.org/viewtopic.php?t=12133&sid=811e6744077e66a6bb8cb5d7ae68dc25


Aah! How could I forget that masterpiece.
I guess DehSUPP is sth that they use to add new monsters, supported by ZD... Pretty cool stuff!
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