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View Code? Open in Web Editor NEWA simple fix for shotgun spread that also happens to change nearly every other aspect of gameplay
A simple fix for shotgun spread that also happens to change nearly every other aspect of gameplay
Move + shoot for hitscan enemies is sketchy
See def/archvile.def for an example. Need to re-add the file. Next time, merge basedev into master, then merge dev.
Try:
Super fast reload animation after certain number of shots fired.
Try Q2 spray 'n pray style instead o H2 burst fire style.
¯\_(ツ)_/¯
Last Man Standing and OpenCoop
Maybe use a sys.wait call to delay their attacks.
Reduce the amount of health given by healthstations.
Check if this happens with normal r_ prefixed cvars and in unmodified base game.
Effect noticed during singleplayer session on multiplayer map, so confirm that it persists in campaign.
e.g. BFG wraith def references joints that don't exist in D3
Below g_skill 3, consider the following for faster walk/run:
When he wants to use flamewall, he should randomly decide to incinerate instead.
When he wants to use incinerate, he should randomly use resurrect instead.
d3 intro -> mars_city1 -> ... -> hellhole -> d3 ending -> d3xp intro -> erebus1 -> ... -> d3xp ending
Remove overcharge from grenades and BFG.
Add incinerate attack to archvile behaviors.
Need to override md5anims from this mod with altered md5anims from alpha shotgun. Ergo compatibility patch must have higher load priority than this mod and alpha shotgun.
Should finish writing autopak for this.
This has a few steps:
Not to be mistaken with Classic RBDOOM 3.
They should try to rush the player for melee attacks instead of standing in place 5 ft away spamming fireballs.
This requires edits to the maps to slow down certain movers.
Need to replace firing sounds for:
Get rid of it
Under certain conditions you can get into a grenade-throwing loop. It's easy to cancel by switching weapons, but should be fixed.
Modify cyberdemon so that it takes damage just like any other boss or enemy.
Refer to sentry AI.
Works like spawner state, except uses predetermined targets to keep track of child zsec AI.
Use a trace()
Could replace soul cube / artifact in inventory. Need to see if it's even worth bringing into base campaign.
Bring SSG to base game, possibly as a weapon replacement.
Be sure to update the anim timings in the shotgun entity def.
Zsec need the most work out of all the AI because 1) they dominate the early campaign, 2) they're boring to fight, and 3) they use hitscan attacks.
Doom 1 and 2 got away with (2) and (3) because those games didn't also suffer from problem (1).
Implementing full GOAP is infeasible because of scripting limitations; no hash maps, dynamic allocation, or even arrays. Must rewrite the zsec HFSM from scratch to be as GOAP-like as possible.
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