Re: New monsters
Posted: Wed Aug 09, 2017 7:25 pm
Any more questions let me know.OjitroC wrote:Sent just nowSC]-[WARTZ_{HoF} wrote: PM me the .u package.
Any more questions let me know.OjitroC wrote:Sent just nowSC]-[WARTZ_{HoF} wrote: PM me the .u package.
They don't use the same textures, but no matter what I rename one of them too, in its core it is still Boss.u file, just like the other one.papercoffee wrote:Or what kind of display issue do you mean?
Addendum: Okay, the ghosts aren't entirely invulnerable but they're pretty close to. Other than the redeemer, solid ammo doesn't hurt them but energy does.
Interestingly they're also damaged by Food Fight's SaladThrower (haven't tried the rest of the FF weapons so don't know about them).
In UT it's vice versa ...the energy ammo is the solid one and the hitscan ammo the non-solid.solid ammo doesn't hurt them but energy does
Don't seem to... pretty much go right through them. Sure energy blasts go through them too, but at least they hurt them while they're going through.
Code: Select all
#define DEBUGGINGPATHS 1 //1 to put path info in log
#define MAXMARKERS 3000 //bound number of turn markers
#define MAXREACHSPECS 3000 //bound number of reachspecs
#define MAXCOMMONRADIUS 70 //max radius to consider in building paths
#define MAXCOMMONHEIGHT 70
#define MINCOMMONHEIGHT 48 //min typical height for non-human intelligent creatures
#define MINCOMMONRADIUS 24 //min typical radius for non-human intelligent creatures
#define COMMONRADIUS 52 //max typical radius of intelligent creatures
#define HUMANRADIUS 18 //normal player pawn radius
#define HUMANHEIGHT 39 //normal playerpawn height
It's weird... as I have both though I'm not sure where I got both from; you download a lot of maps and you often find stuff you didn't realize at the time.