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[SUBMISSION] Carcass

  • Ak47fu2
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6 months 1 week ago #1 by Ak47fu2
[SUBMISSION] Carcass was created by Ak47fu2
Name: Carcass
Difficulty: Easy
Connections: None (Unless dropping Plasma Cells counts)
Summon: Carcass
Melee: No
Distance: Projectile
Type: Cybernetic demon
Brightmaps: No
Actor modification: No
ACS: No

Credits:
Code: Ak47fu2
Sounds: Id Software, Bethesda, and Evil Banana 202 (ripped sounds and put them in a yt video).
Sprites: ID Software, Skulltag Team, Freedoom Team, Amuscaria, and Craneo.
Idea Base: Doom Eternal Carcass.

Description:The Doom Eternal Carcass but without the annoying shield.

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  • DeVloek
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6 months 2 days ago - 6 months 2 days ago #2 by DeVloek
Replied by DeVloek on topic [SUBMISSION] Carcass
The folders inside the pk3 are not named correctly. So the game can't find them, which makes the monster invisible and silent.
To fix this, rename the "carcass sprites" and "carcass sounds" folders to "sprites" and "sounds", respectively. Inside these folders you can make subfolders that can have any name you want.

A few more issues I found:
  • Carcasses are capable of infighting, but cannot hurt each other
  • They never stop shooting, even when the target is dead
  • The attack sound is only played for every 2nd burst fire, and it gets worse when multiple Carcasses are around (this can easily be fixed by setting the $limit to 0 in SNDINFO)

Speaking of the attack sound, there is a loud click noise at the start of the sound. Deleting that click makes it sound much better imho.
Last edit: 6 months 2 days ago by DeVloek.

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  • Ak47fu2
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6 months 1 day ago #3 by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Carcass
Thanks. I will fix the folders, remove their infighting, and try to fix the sounds. I am not sure how to fix the fact that they do not stop shooting when the target is dead though. Any ideas on how I fix that?

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  • DeVloek
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6 months 1 day ago - 6 months 1 day ago #4 by DeVloek
Replied by DeVloek on topic [SUBMISSION] Carcass
Your current fire state is a loop that never breaks unless the monster is forced into another state (eg. by pain), so I'd just add a TNT1 A 0 A_Jump (127, "See") line somewhere in the fire state, so there's a random chance it will stop firing.
Another way is to remove the loop altogether, add some more lines that fire the projectile so the monster still shoots bursts, and then goto the see state instead of looping back to the beginning of the fire state.

edit: when I say fire state, I'm talking about the missile state ofc. sorry for any confusion
Last edit: 6 months 1 day ago by DeVloek.

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  • Ak47fu2
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6 months 1 day ago #5 by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Carcass
Thanks

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  • mattbratt11
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6 months 9 hours ago #6 by mattbratt11
Replied by mattbratt11 on topic [SUBMISSION] Carc-ASS!
If Doom Eternal kicks Carc-ASS, that'll be great.

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  • Ak47fu2
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5 months 4 weeks ago #7 by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Carc-ASS!
Lol

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  • Gothic
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5 months 3 weeks ago #8 by Gothic
Replied by Gothic on topic [SUBMISSION] Carcass
You need to add A_CPosRefire at the end of the firing state, so it makes a jump to its See state once its target is out of sight or dead:

Missile:
CARC E 10 A_FaceTarget
CARC F 2 Bright A_MissileAttack
CARC E 2 A_FaceTarget
CARC F 2 Bright A_MissileAttack
CARC F 1 A_CPosRefire
Loop

Also I understand not wanting to use shields, but at least you should try to recreate the ring attack and shockwave attack, it would make it much interesting than just recycling the plasma sprites.

You should give it more health, the original had 1200 health, this one has less health than the classic Demon. If you don't want it to be so tanky, then I suggest 600 health at minimum. And give it a Mass of 1000 so it doesn't get pushed easily.

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  • Ak47fu2
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5 months 3 weeks ago #9 by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Carcass
Thanks. Which attacks are you refering to by ring and shockwave? I will definintly increase the mass and health.

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  • Gothic
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5 months 3 weeks ago #10 by Gothic
Replied by Gothic on topic [SUBMISSION] Carcass
Check this video to see its attacks.

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