Location: Programmer's Room, talking to Will Harvey
Postby DoomRater »
Man, I can't wait to get back into this a little more and build a power level 5. As it is, I'm still fixing up the flamethrower to make sure it can't kill Cybies too easily. moreso, trying to rebalance the Heavy Rifle (though somehow I think it's way overpowered as is, even for a level 5. it's supposed to be level 4, possibly 3) and give it some spice with som better firing frames, etc.
Location: Somewhere in an arctic region. wait. no. just Michigan.
Postby Bouncy »
DoomRater wrote: moreso, trying to rebalance the Heavy Rifle (though somehow I think it's way overpowered as is, even for a level 5. it's supposed to be level 4, possibly 3) and give it some spice with som better firing frames, etc.
Location: Programmer's Room, talking to Will Harvey
Postby DoomRater »
No, I'm referring to my submission of Mouse's Heavy Rifle from her mod Bittersweet. I changed it to be a railgun, but that seems to have been a mistake now. I'm still working on it.
Anyway, comments directed at your gun would be like, I like how the weapon essentially tries to handle every situation out there. What I don't like is how I can't cycle backwards through the list, or even select a weapon setting via some other command. It could be done through the inventory hack that was demonstrated with reloading, or a simpler set with only two inventory items per list (basically, you would remove the cancel from the list and make the weapon take the item away instead)
Location: Somewhere in an arctic region. wait. no. just Michigan.
Postby Bouncy »
DoomRater wrote:
Anyway, comments directed at your gun would be like, I like how the weapon essentially tries to handle every situation out there. What I don't like is how I can't cycle backwards through the list, or even select a weapon setting via some other command. It could be done through the inventory hack that was demonstrated with reloading, or a simpler set with only two inventory items per list (basically, you would remove the cancel from the list and make the weapon take the item away instead)
*sigh*..
unfortunately, ..I did the only thing I can. ><.
I can't even do normal reloading yet, so something like that would have to come later and what I did for this will have to suffice. I'm still barely getting my grips on A_JumpifInventory. x_x
Location: Programmer's Room, talking to Will Harvey
Postby DoomRater »
On a seperate note: Weasel, can we assume that things like CheapAlert and IsReloading are already included? If so, let's write up a seperate DECORATE resource for everyone to include into their projects so that it's the same in everyone's submission. That should make integration a bit easier as well.
AltFire:
BFGN A 0 A_Playsound("weapons/prototyperifleswitch")
BFGN A 0 A_GiveInventory("firemodechecker2",1)
BFGN A 0 A_JumpIfInventory("firemodechecker2",0,2)
BFGN R 10
goto Ready
BFGN R 10 A_TakeInventory("firemodechecker2",20)
goto Ready
Also, make sure you change the MaxAmount of firemodechecker2 to 8 as well, or it'll skip the last mode.
DoomRater wrote:On a seperate note: Weasel, can we assume that things like CheapAlert and IsReloading are already included? If so, let's write up a seperate DECORATE resource for everyone to include into their projects so that it's the same in everyone's submission. That should make integration a bit easier as well.