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DRONE.DEH
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Text File
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1997-04-28
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2KB
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67 lines
Patch File for DeHackEd v3.0
# Note: Use the pound sign ('#') to start comment lines.
# This patch lets your player generate drones that fire upon anything that
# hits them! A drone appears when your player fires the BFG. When anything
# shoots it, including you, the drone fires back at that thing. Watch as
# the drone and an imp duke it out--that imp dies pretty quick when the drone
# closes in! The drone fires, as an added bonus, Revenant missiles! This
# drone may be more of a hindrance than a help, since you might shoot it more
# than enemies shoot it, but it's still fun and a neat sidekick. Get enough
# drones out, though, and the enemy can't hit you! These drones follow the
# player, walk through walls, float, and hit anything that hits them, but
# never makes the first attack.
#
# How I did it: You fire a monster, basically. I did a lot of experimenting
# and found out just the right set of bits to make this happen. Your player
# can spawn lost souls in this way, but this is far more interesting, since
# this drone isn't as hostile to your character. It has no attack frames,
# so it won't attack anything unless it's hit, but it does home in on the
# target, just like a monster. That's why it follows the player around--the
# default target for monsters is the player. The Revenant missile fire was
# far simpler--just replace the BFG effect code pointer with a "fire Rev
# missile" pointer. With something similar to this drone, your player could
# use monster powers, like Rev missiles, Mancubus fireballs and--dare I say
# it?--THE ARCHVILE ATTACK. I may release this one, just because it rules,
# but not the other ones. I've got other things to do, and the others
# aren't as interesting.
Doom version = 19
Patch format = 6
Thing 36 (Drone)
Initial frame = 247
Hit points = 300
First moving frame = 247
Injury frame = 118
Pain chance = 256
Pain sound = 78
Death frame = 120
Speed = 8
Width = 1048576
Height = 3670016
Mass = 1000
Missile damage = 3
Action sound = 103
Bits = 67195396
Frame 119
Next frame = 247
Frame 245
Next frame = 248
Frame 247
Sprite number = 23
Sprite subnumber = 0
Duration = 1
Next frame = 247
Pointer 70 (Frame 119)
Codep Frame = 341
Pointer 117 (Frame 247)
Codep Frame = 176