Search found 7 matches
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- Forum: Feature Suggestions
- Topic: dead guy absorbs shots
- Replies: 2
- Views: 2109
But really what im talking about here is making the shot attacks stop ignoring characters before the entire series is complete. That is, if a shotgun dishes out 7 pellets that do 10 damage on average, and a sergeant can only take 30 damage... then shooting him at point blank range will still cause h...
- Sat 31 Oct 2009 10:46 pm
- Forum: Feature Suggestions
- Topic: Particle Effects
- Replies: 3
- Views: 2313
Yes I know... I mean you could do it with PUFFA0 scaled down a little, with fade translucency - do it like 50 times with accuracy set for 180 degrees both directions. (can you say... FOR loops? that would be a good feature too) But that sounds horribly complicated, not only for the ddf code but for ...
- Sat 31 Oct 2009 4:45 pm
- Forum: Feature Suggestions
- Topic: Particle Effects
- Replies: 3
- Views: 2313
Particle Effects
Everyone's thinking it, im just saying it, there ought to be particle effects in Edge.
It could start simple, like making the particle effects in quake 1, or a non-texture waterfall for a linedef.
It could start simple, like making the particle effects in quake 1, or a non-texture waterfall for a linedef.
- Sat 31 Oct 2009 4:37 pm
- Forum: Feature Suggestions
- Topic: Additive translucency (important!)
- Replies: 1
- Views: 1795
Additive translucency (important!)
Would give sprites/models an Additive translucency effect. There are alot of ways/algorithms to handle additive translucency, but ultimately what it does is adds the RGB values of the overlying image to the RGB values of the image (background) behind it. This does produce a translucent effect... but...
- Sat 31 Oct 2009 4:26 pm
- Forum: Feature Suggestions
- Topic: same species immunity applies to explosions
- Replies: 1
- Views: 1731
same species immunity applies to explosions
If monster has a fireball attack that causes explosive damage, and is immune to attacks from others of it's own kind, then it should not take damage from the explosive damage it's own fireballs cause. For example, currently if you made the mancubus fireballs cause radial damage (eg, some explosive d...
- Sat 31 Oct 2009 4:13 pm
- Forum: Feature Suggestions
- Topic: dead guy absorbs shots
- Replies: 2
- Views: 2109
dead guy absorbs shots
For multi-shot attacks, an option to continue adding up damage from additional shots beyond what is necessary to kill an opponent. And beyond this, a things.ddf special where enemies continue to absorb shots until they hit " MAKEDEAD " in their death states. Currently, multi-shot attacks o...
- Sat 31 Oct 2009 3:55 pm
- Forum: Feature Suggestions
- Topic: Hitscan-As-Projectile
- Replies: 0
- Views: 1802
Hitscan-As-Projectile
Basically this feature would behave like a Hitscan and a Projectile wrapped all into one. Hitscan behavior: - Instant hit speed (as usual) - No projectile image Projectile behavior - Ability to set impact (death) states, like a projectile impact. - Ability to set projectile flags (including the new ...
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