Yes unfortunately I don't have Pro and the number of video/audio layers are restricted. There are probably more advanced plugins with it as well.
I wasn't happy with the pain threshold system in D3 because only high powered weapons would cause pain animations and sometimes that was disabled so I experimented with the HK and a few other monsters to break from attacks after accumulating enough damage. I also made the cgun commando and Mancubus attack you while taking cover ( they would stop immediately once you weren't visible ).
Simple stuff, nothing too serious. Most script just added new FX like the particles for spawning in fireballs for the HK and Imp. Right now I'm working on DoomScript stuff at the moment and in the future I plan to work on the AI a little more.
Quote from: Tehstrelok on September 08, 2015, 12:37:35 PM
Ok, back to the topic, sorry that we derailed from your mod phrozo, btw, did you do changes to the ai in the game? during a test play, I spawned a hellknight and when I ran away to wait for it in a corridor, it did not show up there as expected, it actually took an alternate route to get to me lol!
p.s: just one last thing about vegas pro, I´ve used up to 120 tracks among video n audio in a project to make videos before, no limitations heh.
I wasn't happy with the pain threshold system in D3 because only high powered weapons would cause pain animations and sometimes that was disabled so I experimented with the HK and a few other monsters to break from attacks after accumulating enough damage. I also made the cgun commando and Mancubus attack you while taking cover ( they would stop immediately once you weren't visible ).
Simple stuff, nothing too serious. Most script just added new FX like the particles for spawning in fireballs for the HK and Imp. Right now I'm working on DoomScript stuff at the moment and in the future I plan to work on the AI a little more.