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Doom Editing Digest Vol. 01 Nr. 400
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #400
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Monday, 4 September 1995 Volume 01 : Number 400
DHE, archvile attacks and homers
Re: Extra cameras--with DHE
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From: Greg Lewis <gregl@umich.edu>
Date: Sat, 2 Sep 1995 20:17:01 -0400 (EDT)
Subject: DHE, archvile attacks and homers
Hmmm.
I've been playing with DeHackEd again, and found something
interesting. Up till now I didn't think it was possible for the player
to use homing missiles or the archvile attack. Now, I think there is a
way, although it does have a flaw. It's cheap, but just set the player's
injury Frame to the attack frame of the monster in question (like the
archvile). Then, as soon as the player is shot, the player begins to
flame the offending monster. Fun! Same can be done for Death Frame. I
haven't tried this in deathmatch, but it could be interesting to set the
player's injury frame to the revenant's attack, and let the attacker
beware :). The flaw: right after the attack the player immediately
turns to face due east (0x0000000 BAMS I believe). That could be very
disconcerting for someone trying to draw a bead on the opponent.
Note the more sophisticated user would want to use the code pointers to
achieve the same effect. :)
Greg
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From: "Erwen L. Tang" <etang@pen.k12.va.us>
Date: Sat, 2 Sep 95 22:40:36 EDT
Subject: Re: Extra cameras--with DHE
According to Greg Lewis:
>
> > Alden Bates wrote:
> > >Hmm. How about this way:
> > >1) Start a fake two player game.
> > >2) Shoot player two.
> > >3) Have a DeHackEd patch applied so that player corpses are monsters which
> > >move around but are unshootable, jump off cliffs, so forth.
> > >
> > >Now _that_ should work.
>
> That is an interesting idea! It could be rigged to jump from the last
> frame of the player-dying animation to a hybrid "monster" that will
> follow the player around. I would assume that player 1 could then use
> this "camera" by hitting F12. A nice concept. A few flaws tho... first
> of all, the camera's speed would need to be fairly high to keep up with a
> fast-moving player. But then if the player was standing still, the
> "camera" would act like a monster, darting around the player and trying to
> attack him, even if his attacks did no damage. Secondly, if the player 1
Maybe you can make it so when you shoot the monster, it turns
into something stationary, then when you shoot it
again....etc... kinda like the moving barrel patch. (just a
thought).
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End of doom-editing-digest V1 #400
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