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| This tutorial is for how to enable the actors BOSS2, BOSS3, and BOSS4 become their miniboss counterparts without any bugs so you can put them in user maps and\or CON hacks. | | This page has been cleared because it was less of a tutorial and more of resource that you had to put together yourself. It contained some incorrect information as well. The BOSS4 section was done especially poorly. If you really want to see it, view this article's history. |
| | |
| From now on I wil refer to them as follows:
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| | |
| *BOSS1 - Ep. 1 - Battlelord
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| *BOSS2 - Ep. 3 - Cycloid Emperor
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| *BOSS3 - Ep. 2 - Overlord (Yes, these two are mixed up. Do not try to switch them to what they should be.)
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| *BOSS4 - Ep. 4 - Alien Queen
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| | |
| The Battlelord is programmed sufficently enough to allow its placement in maps, and the official levels do contain some mini Battlelords. | |
| If you have already played Duke Nukem 64, will probably have related that in the levels Hotel Hell and Freeway there are mini Overlords instead of some mini Battlelords.
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| | |
| | |
| Remember that the minibosses here will have an new actor tile, in order to remove Duke talk and replace with a left-over unusued scream from them, that was supposed to be used insted of Duke talks.
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| | |
| 1. Open DEFS.CON. Scroll down to:
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| | |
| define BOSS2 2710
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| define BOSS3 2760
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| | |
| define BOSS4 4740
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| define BOSS4STAYPUT 4741
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| Change to:
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| define BOSS2 2710
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| define PALBOSS2 2711
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| define PALBOSS2STAYPUT 2712
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| define BOSS3 2760
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| define PALBOSS3 2761
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| define PALBOSS3STAYPUT 2762
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| | |
| define BOSS4 4740
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| define BOSS4STAYPUT 4741
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| define PALBOSS4 4742
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| define PALBOSS4STAYPUT 4743
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| 2. Open USER.CON. Scroll down to:
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| | |
| define BOSS1STRENGTH 4500
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| define BOSS1PALSTRENGTH 1000
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| define BOSS2STRENGTH 4500
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| define BOSS3STRENGTH 4500
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| define BOSS4STRENGTH 6000
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| | |
| Change to:
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| define BOSS1STRENGTH 4500
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| define BOSS1PALSTRENGTH 1000
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| define BOSS2STRENGTH 4500
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| define BOSS2PALSTRENGTH <b>1000</b>
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| define BOSS3STRENGTH 4500
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| define BOSS3PALSTRENGTH <b>1000</b>
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| define BOSS4STRENGTH 6000
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| define BOSS4PALSTRENGTH <b>1333</b>
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| | |
| Note that the strengths from mini BOSS2 and BOSS3 was put the same as BOSS1, oblivious because the big versions are the same. BOSS4 is proportional as 4500 - 1000 to 6000 - 1333.
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| | |
| You can change it to whatever you want, anyelse.
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| 3. Search for BOSS2 and BOSS3 in GAME.CON, while should start and ends with:
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| action ABOSS2WALK 0 4 5 1 30
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| | |
| actor BOSS3 BOSS3STRENGTH fall state boss3code enda
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| Select all and change to:
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| action ABOSS2WALK 0 4 5 1 30
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| action ABOSS2FROZEN 0 1 5
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| action ABOSS2RUN 0 4 5 1 15
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| action ABOSS2SHOOT 20 2 5 1 15
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| action ABOSS2LOB 30 2 5 1 105
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| action ABOSS2DYING 40 8 1 1 35
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| action BOSS2FLINTCH 40 1 1 1 1
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| action ABOSS2DEAD 48
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|
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| move PALBOSS2SHRUNKRUNVELS 32
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| move PALBOSS2RUNVELS 84
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| move BOSS2WALKVELS 192
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| move BOSS2RUNVELS 256
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| move BOSS2STOPPED
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|
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| ai AIBOSS2SEEKENEMY ABOSS2WALK BOSS2WALKVELS seekplayer
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| ai AIBOSS2RUNENEMY ABOSS2RUN BOSS2RUNVELS faceplayer
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| ai AIBOSS2SHOOTENEMY ABOSS2SHOOT BOSS2STOPPED faceplayer
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| ai AIBOSS2LOBBED ABOSS2LOB BOSS2STOPPED faceplayer
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| ai AIBOSS2DYING ABOSS2DYING BOSS2STOPPED faceplayer
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| ai AIBOSS2PALSHRINK ABOSS2WALK PALBOSS2SHRUNKRUNVELS furthestdir
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|
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| state boss2palshrunkstate
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| ifcount SHRUNKDONECOUNT
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| {
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| cstat 257
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| ai AITROOPSEEKENEMY
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| }
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| else
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| ifcount SHRUNKCOUNT
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| sizeto 40 40
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| else
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| state genericshrunkcode
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| ends
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|
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| state checkboss2seekstate
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| ai AIBOSS2SEEKENEMY
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| ifspritepal 0 nullop
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| else // a fake way of doing a ifspritepal NOT.
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| move PALBOSS2RUNVELS seekplayer
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| ends
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|
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| state boss2runenemystate
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| ifcansee
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| {
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| ifactioncount 3
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| {
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| ifcanshoottarget
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| {
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| resetactioncount
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| sound BOS1_WALK
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| }
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| else
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| ai AIBOSS2SEEKENEMY
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| }
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| ifcount 48
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| ifrnd 2
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| {
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| ifp palive
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| {
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| sound BOS2_ATTACK
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| ai AIBOSS2SHOOTENEMY
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| }
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| break
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| }
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| }
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| else
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| ai AIBOSS2SEEKENEMY
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| ends
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|
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| state boss2seekenemystate
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| ifrnd 2
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| soundonce BOS2_ROAM
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| else
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| ifactioncount 3
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| {
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| resetactioncount
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| sound BOS1_WALK
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| }
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|
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| ifcansee
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| ifcount 32
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| ifp palive
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| ifrnd 48
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| ifcanshoottarget
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| {
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| ifrnd 64
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| ifpdistg 4096
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| {
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| ai AIBOSS2RUNENEMY
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| ifspritepal 0 nullop
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| else
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| move PALBOSS2RUNVELS seekplayer
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| break
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| }
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|
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| ifpdistl 10240
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| {
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| ifrnd 128
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| {
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| sound BOS2_ATTACK
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| ai AIBOSS2LOBBED
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| }
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| }
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| else
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| {
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| sound BOS2_ATTACK
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| ai AIBOSS2SHOOTENEMY
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| }
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| }
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| ends
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|
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| state boss2dyingstate
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| ifaction ABOSS2DEAD
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| {
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| ifspritepal 0
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| break
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| ifrespawn
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| ifcount RESPAWNACTORTIME
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| {
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| spawn TRANSPORTERSTAR
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| cstat 257
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| strength PIGCOPSTRENGTH
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| state checkboss2seekstate
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| }
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| else
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| {
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| strength 0
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| ifhitweapon
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| ifwasweapon RADIUSEXPLOSION
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| {
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| sound SQUISHED
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| state standard_jibs
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| killit
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| }
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| break
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| }
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| }
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| ifactioncount 8
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| {
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| iffloordistl 8
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| sound THUD
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| action ABOSS2DEAD
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| cstat 0
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| ifspritepal 0
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| endofgame 52
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| }
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| ends
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|
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| state boss2lobbedstate
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| ifcansee
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| {
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| ifactioncount 2
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| resetactioncount
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| else
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| ifactioncount 1
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| {
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| ifrnd 128
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| shoot COOLEXPLOSION1
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| }
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| else
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| ifcount 64
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| ifrnd 16
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| state checkboss2seekstate
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| }
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| else
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| state checkboss2seekstate
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| ends
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|
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| state boss2shootenemy
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| ifcount 72
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| state checkboss2seekstate
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| else
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| ifaction ABOSS2SHOOT
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| ifactioncount 2
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| {
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| shoot RPG
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| resetactioncount
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| }
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| ends
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|
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| state checkboss2hitstate
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| ifrnd 2
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| spawn BLOODPOOL
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| ifdead
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| {
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| ifspritepal 0
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| globalsound DUKE_TALKTOBOSSFALL
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| else
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| {
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| ifrnd 64
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| globalsound DUKE_TALKTOBOSSFALL
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| ifwasweapon FREEZEBLAST
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| {
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| sound SOMETHINGFROZE
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| spritepal 1
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| move 0
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| action ABOSS2FROZEN
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| strength 0
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| break
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| }
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| }
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|
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| sound BOS2_DYING
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|
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| addkills 1
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|
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| ai AIBOSS2DYING
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| }
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| else
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| {
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| ifrnd 144
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| {
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| ifrnd 32
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| {
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| action BOSS2FLINTCH
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| move 0
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| }
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| else
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| {
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| sound BOS2_ATTACK
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| ai AIBOSS2SHOOTENEMY
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| }
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| }
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|
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| ifspritepal 0 nullop
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| else
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| ifwasweapon SHRINKSPARK
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| {
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| sound ACTOR_SHRINKING
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| ai AIBOSS2PALSHRINK
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| break
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| }
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|
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| soundonce BOS2_PAIN
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|
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| debris SCRAP1 1
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| guts JIBS6 1
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| }
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| ends
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|
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| state boss2code
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|
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| ifaction ABOSS2FROZEN
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| {
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| ifcount THAWTIME
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| {
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| ai AIBOSS2SEEKENEMY
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| spritepal 21
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| }
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| else
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| ifcount FROZENDRIPTIME
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| {
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| ifactioncount 26
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| {
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| spawn WATERDRIP
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| resetactioncount
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| }
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| }
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|
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| ifhitweapon
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| {
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| ifwasweapon FREEZEBLAST
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| {
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| strength 0
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| break
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| }
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| addkills 1
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|
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| lotsofglass 30
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| sound GLASS_BREAKING
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| ifrnd 84 spawn BLOODPOOL
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| killit
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| }
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| ifp pfacing
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| ifpdistl FROZENQUICKKICKDIST
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| pkick
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| break
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| }
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| ifai 0
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| {
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| ifspritepal 0
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| ai AIBOSS2RUNENEMY
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| else
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| {
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| strength BOSS2PALSTRENGTH
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| sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY
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| }
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| }
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| else
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| ifaction BOSS2FLINTCH
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| {
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| ifactioncount 3
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| ai AIBOSS2SEEKENEMY
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| }
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| else
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| ifai AIBOSS2SEEKENEMY
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| state boss2seekenemystate
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| else
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| ifai AIBOSS2RUNENEMY
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| state boss2runenemystate
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| else
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| ifai AIBOSS2SHOOTENEMY
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| state boss2shootenemy
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| else
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| ifai AIBOSS2LOBBED
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| state boss2lobbedstate
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| else
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| ifai AIBOSS2PALSHRINK
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| state boss2palshrunkstate
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|
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| ifai AIBOSS2DYING
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| state boss2dyingstate
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| else
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| {
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| ifhitweapon state checkboss2hitstate
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| else
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| ifp palive
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| ifspritepal 0 ifpdistl
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| 1280
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| {
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| addphealth -1000
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| palfrom 63 63
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| }
| |
| }
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|
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|
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| ends
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|
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| useractor enemy PALBOSS2 BOSS2STRENGTH
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| cactor BOSS2
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| ifaction 0
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| {
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| ifspritepal 0
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| sizeat 80 80
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| else
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| {
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| sizeat 40 40
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| clipdist 16
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| }
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| cstator 257
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| sound BOS2_RECOG
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| clipdist 16
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| action ANULLACTION
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| }
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| enda
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|
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| useractor enemystayput PALBOSS2STAYPUT BOSS2STRENGTH
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| cactor BOSS2
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| ifaction 0
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| {
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| ifspritepal 0
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| sizeat 80 80
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| else
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| {
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| sizeat 40 40
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| clipdist 16
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| }
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| cstator 257
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| sound BOS2_RECOG
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| action ANULLACTION
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| }
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| enda
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|
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| actor BOSS2 BOSS2STRENGTH fall state boss2code
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| ifspritepal 0
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| nullop
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| else
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| {
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| ifaction 0
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| {
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| clipdist 16
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| action ANULLACTION
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| }
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| }
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| enda
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|
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| action ABOSS3WALK 0 4 5 1 30
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| action ABOSS3FROZEN 0 1 5
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| action ABOSS3RUN 0 4 5 1 15
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| action ABOSS3LOB 20 4 5 1 50
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| action ABOSS3LOBBING 30 2 5 1 15
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| action ABOSS3DYING 40 8 1 1 20
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| action BOSS3FLINTCH 40 1 1 1 1
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| action ABOSS3DEAD 48
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|
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| move PALBOSS3SHRUNKRUNVELS 32
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| move PALBOSS3RUNVELS 84
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| move BOSS3WALKVELS 208
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| move BOSS3RUNVELS 270
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| move BOSS3STOPPED
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|
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| ai AIBOSS3SEEKENEMY ABOSS3WALK BOSS3WALKVELS seekplayer
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| ai AIBOSS3RUNENEMY ABOSS3RUN BOSS3RUNVELS faceplayerslow
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| ai AIBOSS3LOBENEMY ABOSS3LOB BOSS3STOPPED faceplayer
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| ai AIBOSS3DYING ABOSS3DYING BOSS3STOPPED faceplayer
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| ai AIBOSS3PALSHRINK ABOSS3WALK PALBOSS3SHRUNKRUNVELS faceplayer
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|
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| state boss3palshrunkstate
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| ifcount SHRUNKDONECOUNT
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| ai AITROOPSEEKENEMY
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| else
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| ifcount SHRUNKCOUNT
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| sizeto 40 40
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| else
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| state genericshrunkcode
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| ends
| |
|
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| state checkboss3seekstate
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| ai AIBOSS3SEEKENEMY
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| ifspritepal 0 nullop
| |
| else // a fake way of doing a ifspritepal NOT.
| |
| move PALBOSS3RUNVELS seekplayer
| |
| ends
| |
|
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| state boss3runenemystate
| |
| ifcansee
| |
| {
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| ifactioncount 3
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| {
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| ifcanshoottarget
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| {
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| resetactioncount
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| sound BOS1_WALK
| |
| }
| |
| else
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| ai AIBOSS3SEEKENEMY
| |
| }
| |
| }
| |
| else
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| ai AIBOSS3SEEKENEMY
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| ends
| |
|
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| state boss3seekenemystate
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| ifrnd 2
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| soundonce BOS3_ROAM
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| else
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| ifactioncount 3
| |
| {
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| resetactioncount
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| sound BOS1_WALK
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| }
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|
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| ifcansee
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| ifcount 32
| |
| ifrnd 48
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| ifcanshoottarget
| |
| {
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| ifrnd 64
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| ifpdistg 4096
| |
| {
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| ai AIBOSS3RUNENEMY
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| ifspritepal 0
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| break
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| move PALBOSS3RUNVELS seekplayer
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| break
| |
| }
| |
|
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| ifp palive
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| ai AIBOSS3LOBENEMY
| |
| }
| |
| ends
| |
|
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| state boss3dyingstate
| |
| ifaction ABOSS3DEAD
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| {
| |
| ifspritepal 0
| |
| break
| |
| ifrespawn
| |
| ifcount RESPAWNACTORTIME
| |
| {
| |
| spawn TRANSPORTERSTAR
| |
| cstat 257
| |
| strength PIGCOPSTRENGTH
| |
| state checkboss3seekstate
| |
| }
| |
| else
| |
| {
| |
| strength 0
| |
| ifhitweapon
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| ifwasweapon RADIUSEXPLOSION
| |
| {
| |
| sound SQUISHED
| |
| state standard_jibs
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| killit
| |
| }
| |
| break
| |
| }
| |
| }
| |
| ifactioncount 8
| |
| {
| |
| iffloordistl 8
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| sound THUD
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| action ABOSS3DEAD
| |
| cstat 0
| |
| ifspritepal 0
| |
| endofgame 52
| |
| }
| |
| ends
| |
|
| |
| state boss3lobbedstate
| |
| ifcansee
| |
| {
| |
| ifaction ABOSS3LOBBING
| |
| ifactioncount 2
| |
| {
| |
| shoot RPG
| |
| resetactioncount
| |
| ifrnd 8
| |
| ai AIBOSS3SEEKENEMY
| |
| }
| |
|
| |
| ifactioncount 3
| |
| {
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| action ABOSS3LOBBING
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| resetcount
| |
| }
| |
| }
| |
| else
| |
| state checkboss3seekstate
| |
| ends
| |
|
| |
| state checkboss3hitstate
| |
| ifrnd 2
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| spawn BLOODPOOL
| |
| ifdead
| |
| {
| |
| ifspritepal 0
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| globalsound DUKE_TALKTOBOSSFALL
| |
| else
| |
| {
| |
| ifrnd 64
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| globalsound DUKE_TALKTOBOSSFALL
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| ifwasweapon FREEZEBLAST
| |
| {
| |
| sound SOMETHINGFROZE
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| spritepal 1
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| move 0
| |
| action ABOSS3FROZEN
| |
| strength 0
| |
| break
| |
| }
| |
| }
| |
|
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| addkills 1
| |
| ai AIBOSS3DYING
| |
|
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| sound BOS3_DYING
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| sound JIBBED_ACTOR9
| |
|
| |
| }
| |
| else
| |
| {
| |
| ifrnd 32
| |
| {
| |
| action BOSS3FLINTCH
| |
| move 0
| |
| }
| |
|
| |
| ifspritepal 0 nullop
| |
| else
| |
| ifwasweapon SHRINKSPARK
| |
| {
| |
| sound ACTOR_SHRINKING
| |
| ai AIBOSS3PALSHRINK
| |
| break
| |
| }
| |
|
| |
| soundonce BOS3_PAIN
| |
|
| |
| debris SCRAP1 1
| |
| guts JIBS6 1
| |
| }
| |
| ends
| |
|
| |
| state boss3code
| |
|
| |
| ifaction ABOSS3FROZEN
| |
| {
| |
| ifcount THAWTIME
| |
| {
| |
| ai AIBOSS3SEEKENEMY
| |
| spritepal 21
| |
| }
| |
| else
| |
| ifcount FROZENDRIPTIME
| |
| {
| |
| ifactioncount 26
| |
| {
| |
| spawn WATERDRIP
| |
| resetactioncount
| |
| }
| |
| }
| |
|
| |
| ifhitweapon
| |
| {
| |
| ifwasweapon FREEZEBLAST
| |
| {
| |
| strength 0
| |
| break
| |
| }
| |
|
| |
| addkills 1
| |
| lotsofglass 30
| |
|
| |
| ifrnd 84
| |
| spawn BLOODPOOL
| |
| sound GLASS_BREAKING
| |
| killit
| |
| }
| |
| ifp pfacing
| |
| ifpdistl FROZENQUICKKICKDIST
| |
| pkick
| |
| break
| |
| }
| |
| ifai 0
| |
| {
| |
| ifspritepal 0
| |
| ai AIBOSS3RUNENEMY
| |
| else
| |
| {
| |
| strength BOSS3PALSTRENGTH
| |
| ai AIBOSS3LOBENEMY
| |
| }
| |
| }
| |
| else
| |
| ifaction BOSS3FLINTCH
| |
| {
| |
| ifactioncount 3
| |
| ai AIBOSS3SEEKENEMY
| |
| }
| |
| else
| |
| ifai AIBOSS3SEEKENEMY
| |
| state boss3seekenemystate
| |
| else
| |
| ifai AIBOSS3RUNENEMY
| |
| state boss3runenemystate
| |
| else
| |
| ifai AIBOSS3LOBENEMY
| |
| state boss3lobbedstate
| |
| else
| |
| ifai AIBOSS3PALSHRINK
| |
| state boss3palshrunkstate
| |
|
| |
| ifai AIBOSS3DYING
| |
| state boss3dyingstate
| |
| else
| |
| {
| |
| ifhitweapon
| |
| state checkboss3hitstate
| |
| else
| |
| ifp palive
| |
| ifspritepal 0
| |
| ifpdistl 1280
| |
| {
| |
| addphealth -1000
| |
| palfrom 63 63
| |
| }
| |
| }
| |
| ends
| |
|
| |
| useractor enemy PALBOSS3 BOSS3STRENGTH
| |
| cactor BOSS3
| |
| ifaction 0
| |
| {
| |
| ifspritepal 0
| |
| sizeat 80 80
| |
| else
| |
| {
| |
| sizeat 40 40
| |
| clipdist 16
| |
| }
| |
| cstator 257
| |
| sound BOS3_RECOG
| |
| clipdist 16
| |
| action ANULLACTION
| |
| }
| |
| enda
| |
|
| |
| useractor enemystayput PALBOSS3STAYPUT BOSS3STRENGTH
| |
| cactor BOSS3
| |
| ifaction 0
| |
| {
| |
| ifspritepal 0
| |
| sizeat 80 80
| |
| else
| |
| {
| |
| sizeat 40 40
| |
| clipdist 16
| |
| }
| |
| cstator 257
| |
| sound BOS3_RECOG
| |
| clipdist 16
| |
| action ANULLACTION
| |
| }
| |
| enda
| |
|
| |
| actor BOSS3 BOSS3STRENGTH fall state boss3code
| |
| ifspritepal 0
| |
| nullop
| |
| else
| |
| {
| |
| ifaction 0
| |
| {
| |
| clipdist 16
| |
| action ANULLACTION
| |
| }
| |
| }
| |
| enda
| |
| | |
| 4. Search for BOSS2 and BOSS3 in GAME.CON, while should start and ends with:
| |
| | |
| action ABOSS4WALK 0 4 5 1 30
| |
| | |
| actor BOSS4 BOSS4STRENGTH
| |
|
| |
| fall
| |
| cactor BOSS4
| |
| spritepal 6
| |
| state boss4code
| |
| getlastpal
| |
|
| |
| enda
| |
| | |
| Select all and change to:
| |
| | |
| action ABOSS4WALK 0 4 5 1 30
| |
| action ABOSS4FROZEN 0 1 5
| |
| action ABOSS4DYING 40 9 1 1 20
| |
| action ABOSS4ABOUTTOSHOOT 20 1 5 1 40
| |
| action ABOSS4SHOOT 25 2 5 1 10
| |
| action ABOSS4LAYIT 50 3 5 1 120
| |
| action BOSS4FLINTCH 40 1 1 1 1
| |
| action ABOSS4DEAD 49
| |
|
| |
| move PALBOSS4WALKVELS 48
| |
| move BOSS4WALKVELS 128
| |
| move BOSS4STOPPED
| |
|
| |
| ai AIBOSS4SEEKENEMY ABOSS4WALK BOSS4WALKVELS seekplayer
| |
| ai AIBOSS4LAYEGGS ABOSS4WALK BOSS4WALKVELS randomangle geth
| |
| ai AIBOSS4SHOOT ABOSS4ABOUTTOSHOOT BOSS4STOPPED faceplayer
| |
| ai AIBOSS4DYING ABOSS4DYING BOSS4STOPPED faceplayer
| |
|
| |
| state boss4shootstate
| |
| ifaction ABOSS4ABOUTTOSHOOT
| |
| ifactioncount 3
| |
| action ABOSS4SHOOT
| |
|
| |
| ifaction ABOSS4SHOOT
| |
| {
| |
| ifcount 48
| |
| {
| |
| ifrnd 4
| |
| ai AIBOSS4LAYEGGS
| |
| }
| |
| ifcount 26
| |
| ifrnd 32
| |
| {
| |
| ifrnd 128
| |
| {
| |
| sound SHORT_CIRCUIT
| |
| addphealth -2
| |
| }
| |
| else
| |
| {
| |
| sound DUKE_GRUNT
| |
| addphealth -1
| |
| }
| |
| palfrom 32 32 0 0
| |
| }
| |
| }
| |
|
| |
| ends
| |
|
| |
| state boss4layeggs
| |
| ifrnd 2
| |
| sound BOS4_ROAM
| |
|
| |
| ifaction ABOSS4LAYIT
| |
| {
| |
| ifactioncount 3
| |
| ifcount 32
| |
| {
| |
| ai AIBOSS4LAYEGGS
| |
| ifrnd 32
| |
| move BOSS4WALKVELS furthestdir geth
| |
| spawn NEWBEASTHANG
| |
| }
| |
| }
| |
| else
| |
| ifcount 64
| |
| ifrnd 4
| |
| {
| |
| move 0
| |
|
| |
| ifrnd 88
| |
| {
| |
| action ABOSS4LAYIT
| |
| sound BOS4_LAY
| |
| }
| |
| else
| |
| ifp palive
| |
| ifcansee
| |
| {
| |
| ai AIBOSS4SHOOT
| |
| sound BOS4_ATTACK
| |
| }
| |
| }
| |
|
| |
| ends
| |
|
| |
| state boss4dyingstate
| |
| ifaction ABOSS4DEAD
| |
| break
| |
| else
| |
| ifactioncount 9
| |
| {
| |
| iffloordistl 8
| |
| sound THUD
| |
|
| |
| endofgame 52
| |
| action ABOSS4DEAD
| |
| cstat 0
| |
| }
| |
| ends
| |
|
| |
| state checkboss4hitstate
| |
| ifrnd 2
| |
| spawn BLOODPOOL
| |
|
| |
| ifdead
| |
| {
| |
| globalsound DUKE_TALKTOBOSSFALL
| |
|
| |
| addkills 1
| |
| ai AIBOSS4DYING
| |
|
| |
| sound BOS4_DYING
| |
| sound BOSS4_DEADSPEECH
| |
| }
| |
| else
| |
| {
| |
| soundonce BOS4_PAIN
| |
| debris SCRAP1 1
| |
| guts JIBS6 1
| |
|
| |
| ifaction ABOSS4LAYIT
| |
| break
| |
|
| |
| ifrnd 16
| |
| {
| |
| action BOSS4FLINTCH
| |
| move 0
| |
| }
| |
| }
| |
| ends
| |
|
| |
| state boss4code
| |
|
| |
| ifai 0
| |
| ai AIBOSS4LAYEGGS
| |
| else
| |
| ifaction BOSS4FLINTCH
| |
| {
| |
| ifactioncount 3
| |
| ai AIBOSS4LAYEGGS
| |
| }
| |
| else
| |
| ifai AIBOSS4LAYEGGS
| |
| state boss4layeggs
| |
| else
| |
| ifai AIBOSS4SHOOT
| |
| state boss4shootstate
| |
|
| |
| ifai AIBOSS4DYING
| |
| state boss4dyingstate
| |
| else
| |
| {
| |
| ifhitweapon
| |
| state checkboss4hitstate
| |
| else
| |
| ifp palive
| |
| ifpdistl 1280
| |
| {
| |
| addphealth -1000
| |
| palfrom 63 63
| |
| }
| |
| }
| |
| ends
| |
|
| |
| state checkpalboss4seekstate
| |
| ai AIBOSS4SEEKENEMY
| |
| move PALBOSS4WALKVELS seekplayer
| |
| ends
| |
|
| |
| state palboss4seekenemystate
| |
| ifrnd 2
| |
| sound BOS4_ROAM
| |
|
| |
| ifcount 64
| |
| ifrnd 4
| |
| {
| |
| move 0
| |
|
| |
| ifp palive
| |
| ifcansee
| |
| {
| |
| ai AIBOSS4SHOOT
| |
| sound BOS4_ATTACK
| |
| }
| |
| }
| |
|
| |
| ends
| |
|
| |
| state palboss4shootstate
| |
| ifaction ABOSS4ABOUTTOSHOOT
| |
| ifactioncount 3
| |
| action ABOSS4SHOOT
| |
|
| |
| ifaction ABOSS4SHOOT
| |
| {
| |
| ifcount 48
| |
| {
| |
| ifrnd 4
| |
| {
| |
| state checkpalboss4seekstate
| |
| }
| |
| }
| |
| ifcount 26
| |
| ifrnd 32
| |
| {
| |
| ifrnd 128
| |
| {
| |
| sound SHORT_CIRCUIT
| |
| addphealth -2
| |
| }
| |
| else
| |
| {
| |
| sound DUKE_GRUNT
| |
| addphealth -1
| |
| }
| |
| palfrom 32 32 0 0
| |
| }
| |
| }
| |
|
| |
| ends
| |
|
| |
| state palboss4dyingstate
| |
| ifaction ABOSS4DEAD
| |
| {
| |
| ifrespawn
| |
| ifcount RESPAWNACTORTIME
| |
| {
| |
| spawn TRANSPORTERSTAR
| |
| cstat 257
| |
| strength PIGCOPSTRENGTH
| |
| state checkpalboss4seekstate
| |
| }
| |
| else
| |
| {
| |
| strength 0
| |
| ifhitweapon
| |
| ifwasweapon RADIUSEXPLOSION
| |
| {
| |
| sound SQUISHED
| |
| state standard_jibs
| |
| killit
| |
| }
| |
| break
| |
| }
| |
| }
| |
| ifactioncount 9
| |
| {
| |
| iffloordistl 8
| |
| sound THUD
| |
|
| |
| action ABOSS4DEAD
| |
| cstat 0
| |
| }
| |
| ends
| |
|
| |
| state checkpalboss4hitstate
| |
| ifrnd 2
| |
| spawn BLOODPOOL
| |
|
| |
| ifdead
| |
| {
| |
| ifrnd 64
| |
| globalsound DUKE_TALKTOBOSSFALL
| |
| ifwasweapon FREEZEBLAST
| |
| {
| |
| sound SOMETHINGFROZE
| |
| spritepal 1
| |
| move 0
| |
| action ABOSS4FROZEN
| |
| strength 0
| |
| break
| |
| }
| |
|
| |
| addkills 1
| |
| ai AIBOSS4DYING
| |
|
| |
| sound BOS4_DYING
| |
| sound BOSS4_DEADSPEECH
| |
| }
| |
| else
| |
| {
| |
| soundonce BOS4_PAIN
| |
| debris SCRAP1 1
| |
| guts JIBS6 1
| |
|
| |
| ifaction ABOSS4LAYIT
| |
| break
| |
|
| |
| ifrnd 16
| |
| {
| |
| action BOSS4FLINTCH
| |
| move 0
| |
| }
| |
| }
| |
| ends
| |
|
| |
| state palboss4code
| |
|
| |
| ifaction ABOSS4FROZEN
| |
| {
| |
| ifcount THAWTIME
| |
| {
| |
| ai AIBOSS4SEEKENEMY
| |
| spritepal <b>3</b>
| |
| }
| |
| else
| |
| ifcount FROZENDRIPTIME
| |
| {
| |
| ifactioncount 26
| |
| {
| |
| spawn WATERDRIP
| |
| resetactioncount
| |
| }
| |
| }
| |
|
| |
| ifhitweapon
| |
| {
| |
| ifwasweapon FREEZEBLAST
| |
| {
| |
| strength 0
| |
| break
| |
| }
| |
| addkills 1
| |
| lotsofglass 30
| |
|
| |
| ifrnd 84
| |
| spawn BLOODPOOL
| |
| sound GLASS_BREAKING
| |
| killit
| |
| }
| |
| ifp pfacing
| |
| ifpdistl FROZENQUICKKICKDIST
| |
| pkick
| |
| break
| |
| }
| |
| ifai 0
| |
| {
| |
| strength BOSS4PALSTRENGTH
| |
| sound BOS4_ATTACK
| |
| ai AIBOSS4SHOOT
| |
| }
| |
| else
| |
| ifaction BOSS4FLINTCH
| |
| {
| |
| ifactioncount 3
| |
| ai AIBOSS4SEEKENEMY
| |
| }
| |
| else
| |
| ifai AIBOSS4SEEKENEMY
| |
| state palboss4seekenemystate
| |
| else
| |
| ifai AIBOSS4SHOOT
| |
| state palboss4shootstate
| |
|
| |
| ifai AIBOSS4DYING
| |
| state palboss4dyingstate
| |
| else
| |
| {
| |
| ifhitweapon
| |
| state checkpalboss4hitstate
| |
| }
| |
| ends
| |
|
| |
| actor BOSS4STAYPUT BOSS4STRENGTH
| |
|
| |
| fall
| |
| cactor BOSS4
| |
| ifspritepal 0
| |
| {
| |
| spritepal 6
| |
| state boss4code
| |
| getlastpal
| |
| }
| |
| else
| |
| ifaction ABOSS4FROZEN
| |
| state palboss4code
| |
| else
| |
| {
| |
| spritepal 6
| |
| state palboss4code
| |
| ifaction ABOSS4FROZEN
| |
| break
| |
| getlastpal
| |
| }
| |
|
| |
| enda
| |
|
| |
| useractor enemy PALBOSS4 BOSS4STRENGTH
| |
| fall
| |
| cactor BOSS4
| |
| ifaction 0
| |
| {
| |
| ifspritepal 0
| |
| sizeat 80 80
| |
| else
| |
| sizeat 40 40
| |
| cstator 257
| |
| sound BOS4_RECOG
| |
| action ANULLACTION
| |
| }
| |
| ifspritepal 0
| |
| {
| |
| spritepal 6
| |
| state boss4code
| |
| getlastpal
| |
| }
| |
| else
| |
| ifaction ABOSS4FROZEN
| |
| state palboss4code
| |
| else
| |
| {
| |
| spritepal 6
| |
| state palboss4code
| |
| ifaction ABOSS4FROZEN
| |
| break
| |
| getlastpal
| |
| }
| |
| enda
| |
|
| |
| useractor enemystayput PALBOSS4STAYPUT BOSS4STRENGTH
| |
| fall
| |
| cactor BOSS4
| |
| ifaction 0
| |
| {
| |
| ifspritepal 0
| |
| sizeat 80 80
| |
| else
| |
| sizeat 40 40
| |
| cstator 257
| |
| sound BOS4_RECOG
| |
| action ANULLACTION
| |
| }
| |
| ifspritepal 0
| |
| {
| |
| spritepal 6
| |
| state boss4code
| |
| getlastpal
| |
| }
| |
| else
| |
| ifaction ABOSS4FROZEN
| |
| state palboss4code
| |
| else
| |
| {
| |
| spritepal 6
| |
| state palboss4code
| |
| ifaction ABOSS4FROZEN
| |
| break
| |
| getlastpal
| |
| }
| |
| enda
| |
|
| |
| actor BOSS4 BOSS4STRENGTH
| |
|
| |
| fall
| |
| cactor BOSS4
| |
| ifspritepal 0
| |
| {
| |
| spritepal 6
| |
| state boss4code
| |
| getlastpal
| |
| }
| |
| else
| |
| ifaction ABOSS4FROZEN
| |
| state palboss4code
| |
| else
| |
| {
| |
| spritepal 6
| |
| state palboss4code
| |
| ifaction ABOSS4FROZEN
| |
| break
| |
| getlastpal
| |
| }
| |
|
| |
| enda
| |
| | |
| With this code, to insert a miniboss, use the correct tile PALBOSS (if you want, you still can use the normal, but there will be Duke talks when see the player) and insert BOSS2 and BOSS3 with pallete 21 and BOSS4 with pallete 3 (you can change the CON code of BOSS4 to change to another pallete like 15).
| |
| | |
| [[Category:Tutorials]]
| |