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 (...
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