User contributions for Printz

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15 August 2009

  • 18:1018:10, 15 August 2009 diff hist +244 N SkelFistNew page: Type: Monster attack, normal Purpose: If the object's target is valid and is within melee range (64 units) of the object, it will face its target, emit the DSSKEPCH sound and damage its t... current
  • 18:0918:09, 15 August 2009 diff hist +627 N VileAttackNew page: Type: Monster attack, normal Purpose: If the object's target is valid and can currently be seen by the object, an Archvile explosion attack will occur. The object will face its target, em... current
  • 18:0918:09, 15 August 2009 diff hist +211 N VileTargetNew page: Type: Monster attack, normal Purpose: Causes the object to face its target, and spawns a VileFire object at the target's location. The Fire codepointer will be called on the VileFire obje...
  • 18:0918:09, 15 August 2009 diff hist +273 N SPosAttackNew page: Type: Monster attack, normal Purpose: Causes a Sergeant shotgun attack. If the object's target is valid, it will turn to face it, play the "shotgn" sound effect, and fire 3 tracers with "...
  • 18:0818:08, 15 August 2009 diff hist +309 N PosAttackNew page: Type: Monster attack, normal Purpose: Causes a Zombieman pistol attack. If the object's target is valid, it will turn to face it, play the "pistol" sound effect, and fire a single tracer ... current
  • 18:0818:08, 15 August 2009 diff hist +237 N DetonateNew page: Type: Blast radius attack, normal Purpose: Spawns a blast radius at the object's location with a radius and maximum damage value equal to the object's missile damage value. Other effects ...
  • 18:0718:07, 15 August 2009 diff hist +189 N HoofNew page: Type: AI pointer / Walking sound, normal Purpose: The object will emit the "hoof" sound effect, and then control will transfer to the Chase codepointer for normal walking and attack logic... current
  • 18:0718:07, 15 August 2009 diff hist +191 N BabyMetalNew page: Type: AI pointer / Walking sound, normal Purpose: The object will emit the "bspwlk" sound effect, and then control will transfer to the Chase codepointer for normal walking and attack log...
  • 18:0718:07, 15 August 2009 diff hist +190 N MetalNew page: Type: AI pointer / Walking sound, normal Purpose: The object will emit the "metal" sound effect, and then control will transfer to the Chase codepointer for normal walking and attack logi... current
  • 18:0618:06, 15 August 2009 diff hist +452 N Sor1ChaseNew page: Type: AI pointer, normal Purpose: D'Sparil first form walking logic. If the object's Counter 0 field has been set to a positive value by the Sor1Pain codepointer, the object will subtract...
  • 18:0618:06, 15 August 2009 diff hist +1,122 N RandomWalkNew page: Type: AI pointer, normal Purpose: Causes an object to walk around in randomly chosen directions, whether it has no target or has acquired a target via being damaged. Neither friends nor e...
  • 18:0518:05, 15 August 2009 diff hist +345 N KeepChasingNew page: Type: AI pointer, normal Purpose: Allows a monster to keep walking during its attack frames. Chase cannot be used in this context because it may cause the monster to acquire a new target ...
  • 18:0518:05, 15 August 2009 diff hist +361 N FaceTargetNew page: Type: AI pointer, normal Purpose: Makes an object face its target, if it has one. If the object's target is partially invisible (Bits field SHADOW), totally invisible (Bits2 field DONTDRA...
  • 18:0518:05, 15 August 2009 diff hist +935 N VileChaseNew page: Type: AI pointer, normal Purpose: Causes an object to look for monster corpses as it walks. When a corpse is encountered which has a resurrection state, is currently in a frame with a -1 ...
  • 18:0418:04, 15 August 2009 diff hist +2,316 N ChaseNew page: Type: AI pointer, normal Purpose: Causes an object to pursue its target. *If the object has lost its target (ie. it has died or been removed), the object will look for a new target (pos...
  • 18:0218:02, 15 August 2009 diff hist +90 N VileStartNew page: Type: Object sound pointer, normal Purpose: Plays the "vilatk" sound effect. Thunk: Yes. current
  • 18:0218:02, 15 August 2009 diff hist +442 N BrainAwakeNew page: Type: Object sound pointer, normal Purpose: Plays the "bossit" sound effect at full volume. Notes: In DOOM, this codepointer was also responsible for initializing the internal list of Bo... current
  • 18:0218:02, 15 August 2009 diff hist +104 N BrainPainNew page: Type: Object sound pointer, normal Purpose: Plays the "bospn" sound effect at full volume. Thunk: Yes. current
  • 18:0118:01, 15 August 2009 diff hist +601 N ScreamNew page: Type: Object sound pointer, normal Purpose: Plays the object's death sound, if it has one. If the object uses certain sounds as its death sound, it may play one of a set of random sounds ... current
  • 18:0118:01, 15 August 2009 diff hist +558 N PlaySoundNew page: Type: Object sound pointer, parameterized Parameter Information: *Unknown 1 = Sound DeHackEd number to play (must be valid, no default) *Unknown 2 = Select sound volume **0 = normal (...
  • 18:0018:00, 15 August 2009 diff hist +259 N Sor1PainNew page: Type: Miscellaneous / sound, normal Purpose: The object's Counter 0 field will be set to 20, so that it will walk faster when using the Sor1Chase codepointer. Control will then transfer t...
  • 18:0018:00, 15 August 2009 diff hist +153 N SpawnSoundNew page: Type: Miscellaneous / sound, normal Purpose: The object will emit the "boscub" sound effect, and then control will transfer to the SpawnFly codepointer. current
  • 18:0018:00, 15 August 2009 diff hist +131 N FatRaiseNew page: Type: Miscellaneous / sound, normal Purpose: Causes the object to face its target and play the "manatk" sound effect. Thunk: Yes.
  • 17:5917:59, 15 August 2009 diff hist +131 N SkelWhooshNew page: Type: Miscellaneous / sound, normal Purpose: Causes the object to face its target and play the "skeswg" sound effect. Thunk: Yes.
  • 17:5917:59, 15 August 2009 diff hist +159 N FireCrackleNew page: Type: Miscellaneous / sound, normal Purpose: Plays the "flame" sound and calls the Fire codepointer on the object. Part of the Archvile flame attack sequence.
  • 17:5917:59, 15 August 2009 diff hist +160 N StartFireNew page: Type: Miscellaneous / sound, normal Purpose: Plays the "flamst" sound and calls the Fire codepointer on the object. Part of the Archvile flame attack sequence.
  • 17:5817:58, 15 August 2009 diff hist +255 N DripBloodNew page: Type: Miscellaneous, normal Purpose: A HereticBlood object will be spawned at a random location within a small distance of the source object, will be given randomized x and y momenta, and... current
  • 17:5817:58, 15 August 2009 diff hist +874 N MakePodNew page: Type: Miscellaneous, normal Purpose: Part of pod generator code, called by pod generators to spawn pods. The object's Counter 0 field is used to track the number of pods currently owned ... current
  • 17:5717:57, 15 August 2009 diff hist +377 N RemovePodNew page: Type: Miscellaneous, normal Purpose: Part of pod generator code, called when a pod is destroyed. This codepointer uses an internal field of the object to find the pod generator which spaw...
  • 17:5717:57, 15 August 2009 diff hist +491 N PodPainNew page: Type: Miscellaneous, normal Purpose: Called when pods are damaged. There is a 50% chance that this codepointer will do nothing. Provided it takes action, there is a 16/256 chance that the...
  • 17:5617:56, 15 August 2009 diff hist +336 N Sor2DthLoopNew page: Type: Miscellaneous, normal Purpose: Part of D'Sparil (2nd form) death sequence. Each call to this codepointer decrements Counter 0 field set by Sor2DthInit by one. If the field is still ... current
  • 17:5617:56, 15 August 2009 diff hist +399 N Sor2DthInitNew page: Type: Miscellaneous, normal Purpose: Part of D'Sparil (2nd form) death sequence. The object's Counter 0 field will be set to 7 so that the death frame sequence loops 7 times, and all livi... current
  • 17:5617:56, 15 August 2009 diff hist +603 N GenWizardNew page: Type: Miscellaneous, normal Purpose: DsparilShot2 Disciple spawning pointer. The pointer will attempt to spawn a Disciple object at its (x,y) location and at its z minus 1/2 the height of...
  • 17:5517:55, 15 August 2009 diff hist +222 N BlueSparkNew page: Type: Miscellaneous, normal Purpose: Spawns D'Sparil's blue projectile spark trail. Two DsparilSpark objects are spawned at the object's location and are given randomized x, y, and z mome...
  • 17:5517:55, 15 August 2009 diff hist +159 N MummySoulNew page: Type: Miscellaneous, normal Purpose: Spawns a GolemSoul object 10 units above the object and gives it upward momentum of 1 unit. New to Eternity. Thunk: Yes. current
  • 17:5417:54, 15 August 2009 diff hist +985 N LineEffectNew page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = Line special (default of 0 = 0) *Unknown 2 = Sector tag (default of 0 = 0) Purpose: Allows objects to trigger l...
  • 17:5417:54, 15 August 2009 diff hist +297 N FaceNew page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = Integer angle to face (default of 0 = 0 degrees) Purpose: Makes the object face toward the indicated angle. New ...
  • 17:5417:54, 15 August 2009 diff hist +246 N TurnNew page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = Integer number of degrees to turn (default of 0 = 0 degrees) Purpose: The object will turn from its present angl...
  • 17:5317:53, 15 August 2009 diff hist +780 N SpawnNew page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = DeHackEd number of thing type to spawn (must be valid, no default) *Unknown 2 = Integer amount of units to add to...
  • 17:5317:53, 15 August 2009 diff hist +262 N FireNew page: Type: Miscellaneous, normal Purpose: Moves the object in front of the object it is tracing, if the object which it was spawned by has not lost sight of the traced object. This object must...
  • 17:5217:52, 15 August 2009 diff hist +1,914 N SpawnFlyNew page: Type: Miscellaneous, normal Purpose: Boss spawn cube spawning function. If the spawn cube has not reached its target spot, which is judged by a precomputed amount of time having passed, n...
  • 17:5217:52, 15 August 2009 diff hist +490 N BrainExplodeNew page: Type: Miscellaneous, normal Purpose: Boss Brain Explosion, called by rockets spawned by BrainScream. Another RocketShot object will be spawned within a small distance of the one calling t...
  • 17:5117:51, 15 August 2009 diff hist +621 N BrainScreamNew page: Type: Miscellaneous, normal Purpose: Boss Brain Explosion. Spawns RocketShot objects from the point (object.x - 196, object.y - 320, z) to the point (object.x + 320, object.y - 320, z), s...
  • 17:5117:51, 15 August 2009 diff hist +146 N DieNew page: Type: Miscellaneous, normal Purpose: Causes the object to die by damaging it for its current health. This codepointer is new to MBF. Thunk: Yes.
  • 17:5017:50, 15 August 2009 diff hist +393 N UnSetFlagsNew page: Type: Miscellaneous, parameterized Parameter Information: * Args1 = Select Bits Field (no default) **1 = Bits **2 = Bits2 **3 = Bits3 *Args2 = Value to Inverse-Logical-AND with sele...
  • 17:5017:50, 15 August 2009 diff hist +382 N SetFlagsNew page: Type: Miscellaneous, parameterized Parameter Information: * Args1 = Select Bits Field (no default) ** 1 = Bits ** 2 = Bits2 ** 3 = Bits3 * Args2 = Value to Logical-OR with selected ...
  • 17:4917:49, 15 August 2009 diff hist +207 N A NailbombNew page: Type: Miscellaneous, normal Purpose: Causes a blast radius attack with radius and max damage value of 128, and then fires 30 bullet tracers in a circular spread for 10 damage each. New to...
  • 17:4917:49, 15 August 2009 diff hist +903 N MushroomNew page: Type: Miscellaneous, parameterized Parameter Information: * Unknown 1 = Fixed-point launch angle factor (default of 0 = 4 units) * Unknown 2 = Fixed-point missile momentum factor (defa...
  • 17:4817:48, 15 August 2009 diff hist +508 N BFGBurstNew page: Type: Miscellaneous, normal Purpose: Explosion effect of the Plasma Burst BFG weapon. This BFG does not do tracer-based damage. Instead, 40 EEBetaPlasma3 projectiles will be fired from th...
  • 17:4717:47, 15 August 2009 diff hist +867 N BouncingBFGNew page: Type: Miscellaneous, normal Purpose: Explosion effect of Bouncing BFG weapon. This BFG does not do any tracer-based damage. Instead, 40 test traces are fired in a circular pattern from th...
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