Armory Resource WAD

Here you can chat about the Doom Armory itself, weapon mods, and whatever else that might be related somehow. [Home]

Moderator: wildweasel

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Marty Kirra
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Post by Marty Kirra »

Marty Kirra wrote:Here's mine. It is the Personal Defense Shotgun, previously for my mod "Doom through Time".

http://www.mooload.com/new/file.php?fil ... MK-PDS.rar

@WW: The Skorpion is preety cool! The delay thing is unique, and it's a classic doom-style weapon. Overall, I'd say 5 stars.
Oh yeah, I would like you WW to be credited for the weapon too since the low ammo beeps were mainly added by you.

And when you say, CW graphics, does that mean just plain rips or does that count for edits too?
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Paul
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Post by Paul »

Edits are fine I believe.
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DoomRater
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Post by DoomRater »

Code: Select all

  MARF A 0 A_JumpIfInventory("Assaultreload",30,1)
(buzzer) Count downward the number of letters in front of each sprite name. The number you get for the frame you want it to jump to is what you should replace 1 with. (in this case, it is 4) Then your reloading will work.

Oh, and you'll need to add code to the Hold state as well to make sure reloading works. While in the Hold state, it's not checking at all for the reloading.

Now, until I know what you want to do with the weapon, I can't be more specific than that. However, I built a fixed version a while ago that also had manual reloading on altfire- and I must say, I fell in love with this Duke Nuken style reloading the moment I tried it out. Adding a manual reload was a snap, too.

If anyone's concerned, here's the fixed version I built: http://www.mooload.com/new/file.php?fil ... Rrifle.zip
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DoomRater
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Post by DoomRater »

Paul wrote:Edits are fine I believe.
Edits would have to be fine, otherwise my shotgun would have been rejected.
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MartinHowe
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Post by MartinHowe »

Paul wrote:Edits are fine I believe.
There's also CW's earlier works done with DeHackEd -- the DT-* series, made back in the days when he was calling himself Don Tello. Unlike IC, the text files of most of those permit ripping, though he suggests editing them anyway in some cases.

Since IC has caused a lot of fuss over the years, it would be nice if CW would release a full-on DECORATE version of his stuff, since he doesn't want it copied. I accept that's never going to happen in practice because he seems to have given up DOOM; nevertheless, no weapons mod could be good enough to get me to fire up EDGE again :)
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Alter
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Post by Alter »

Doomrater you uploaded old version anyway i fixed it!
http://www.mooload.com/new/file.php?fil ... Rrifle.rar
At single shot spread is 3.3 but at full-auto spread is 6
Thanks for the help buddies :P
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wildweasel
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Post by wildweasel »

I decided to repair the weapon myself, because it seems parts of it still don't work. For example, the version you uploaded still does not have functional accuracy. Thankfully, it was an easy fix for me, hence why I decided to do it myself.

I'm putting it on Power Level 3.
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Alter
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Post by Alter »

Sorry wildweasel for the broken AR i'm just newbie at DECORATE!
I'm thinking about doing revolver with melee attack :) i'll try
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wildweasel
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Post by wildweasel »

Just remember the guidelines. Originality is key.
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Alter
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Post by Alter »

Code: Select all

actor Revolver : Weapon 20001
{
  attacksound "weapons/revolver"
  weapon.selectionorder 1900
  weapon.kickback 100
  weapon.ammotype "Clip"
  weapon.ammouse 1
  weapon.ammogive 6
  states
  {
  Ready:
    MAGG A 0 A_JumpIfInventory("Revolverreload",6,4)
    MAGG A 1 A_WeaponReady
    loop
  Deselect:
    MAGG A 1 A_Lower
    loop
  Select:
    MAGG A 1 A_Raise
    loop
  Fire:
    MAGG A 0 A_GiveInventory("Revolverreload",1)
    MAGF A 4 A_FireBullets(8.8, 0, 1, 5, "BulletPuff")
    MAGG A 4
    goto Ready
    
    MAGG B 2
    MAGG C 2
    MAGG D 2
    MAGG E 2
    MAGG F 2
    MAGG G 2
    MAGG H 2
    MAGG I 2
    MAGG J 2
    MAGG K 2
    MAGG L 2
    MAGG M 2
    goto Ready
  }
}

actor Revolverreload : Inventory
{
Inventory.amount 1
Inventory.maxamount 6
states
{
spawn:
CLIP A -1
loop
}
}
Why instead of going into reload just checking goes into firing state! there's something wrong?
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wildweasel
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Post by wildweasel »

JumpIfInventory goes by individual frames, not states. In this case, you'd want to jump 7 frames, not 4.
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Alter
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Post by Alter »

I didn't know that :) thanks!

EDIT:I'm cancelling my revolver weapon because TDA submitted here better revolver...
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DoomRater
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Post by DoomRater »

wildweasel wrote:I decided to repair the weapon myself, because it seems parts of it still don't work. For example, the version you uploaded still does not have functional accuracy. Thankfully, it was an easy fix for me, hence why I decided to do it myself.
What changes did you make? Maybe post the DECORATE so he can see what was wrong?
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wildweasel
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Post by wildweasel »

Code: Select all

actor Assaultrifle : Weapon 20001
{
  obituary "%o was mowed down by %k's assault rifle."
  radius 20
  height 16
  attacksound "weapons/arfire"
  inventory.pickupmessage "You got the assault rifle!" //changed pickup
  weapon.selectionorder 700
  weapon.kickback 100
  weapon.ammotype "Clip"
  weapon.ammouse 1
  weapon.ammogive 30
  states
  {
  Spawn:
    ARPA A -1
    stop
  Ready:
    MARG A 1 A_WeaponReady
    loop
  Deselect: 
    MARG A 1 A_Lower
    loop
  Select:
    MARG A 1 A_Raise
    loop
  Fire:
    MARF A 2 A_FireBullets (3.3, 0, 1, 6, "BulletPuff")
    MARF B 2 A_Light0
    MARF A 0 A_GiveInventory("Assaultreload",1)
    MARF A 0 A_JumpIfInventory("Assaultreload",30,3)
    MARF A 0 A_Refire //added a_refire pointer so accuracy works
    Goto Ready
  Hold:
    MARF A 2 A_FireBullets (6, 0, 1, 6, "BulletPuff")
    MARF B 2 A_Light0
    MARF A 0 A_GiveInventory("Assaultreload",1)
    MARF A 0 A_JumpIfInventory("Assaultreload",30,2)
    MARF A 0 A_Refire //added another refire
    goto Ready //this was missing before, so the weapon would immediately jump to reload
    
    MARR A 0 A_Playsound("weapons/arreload")
    MARR A 4
    MARR B 4
    MARR C 4
    MARR D 4
    MARR E 4
    MARR F 4
    MARR G 4
    MARR H 4 A_TakeInventory("Assaultreload",30)
    goto ready
  }
}

actor Assaultreload : Inventory
{
Inventory.amount 1
Inventory.maxamount 30
states
{
spawn:
CLIP A -1
loop
}
}
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TheDarkArchon
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Post by TheDarkArchon »

That won't work either: Set the bullet count to -1.
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