Lizardcommando's mods journal
Moderator: wildweasel
- Doomed Soul
- Posts: 203
- Joined: Sun Apr 30, 2006 16:54
- Location: In front of my monitor working on Hell Opps.
- Contact:
"Blank Spot" is only used IF the actor (In this case RPG) is needed to inherit stuff(Flags, states, etc.). If it does not...get rid of the ":" and just have "ACTOR RPG replaces Rocket" instead. If you need to learn about DECORATE, do what I did and just repeatedly read DECORATE from other mods, escpecialy WRW, or the ARW, when it comes out, that is.
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Alright, I got this problem fixed now. Thanks DS.
BTW, where is this WRW mod you speak of?
I still have two more things to fix which are on the bottom of PAGE 5 of this thread.
That's exactly what I have been doing. It's just that reading through globs of text and scripts and coding and crap that gets me so confused and lost.If you need to learn about DECORATE, do what I did and just repeatedly read DECORATE from other mods, escpecialy WRW, or the ARW, when it comes out, that is.
BTW, where is this WRW mod you speak of?
I still have two more things to fix which are on the bottom of PAGE 5 of this thread.
Last edited by lizardcommando on Sun Aug 27, 2006 0:11, edited 2 times in total.
- wildweasel
- DRD Team Admin (Inactive)
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- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Alright, time for an update.
I finished making the Heavymachinegun (M60) and the .357 Magnum. The coding works the way I want them to. I'm going to need to make the ammo box for that gun and I also need to make the reloading animations for the .357 Magnum. I'll try to get screenshots in a bit...
I still have the problems from PAGE 5 minus the rocket thing. Doomed Soul solved that one. I also still have the problem with the .45 Pistol not loading right either. I think that one is mentioned on either PAGE 4 or PAGE 5.
I finished making the Heavymachinegun (M60) and the .357 Magnum. The coding works the way I want them to. I'm going to need to make the ammo box for that gun and I also need to make the reloading animations for the .357 Magnum. I'll try to get screenshots in a bit...
I still have the problems from PAGE 5 minus the rocket thing. Doomed Soul solved that one. I also still have the problem with the .45 Pistol not loading right either. I think that one is mentioned on either PAGE 4 or PAGE 5.
- Doomed Soul
- Posts: 203
- Joined: Sun Apr 30, 2006 16:54
- Location: In front of my monitor working on Hell Opps.
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- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Hey guys, I've got a question about making powerup items. How do I make it so that if I were to pick up the Berserk pack (Which will be called the Berserksphere from now one), I can have more than one powerup type on? For example, the Berserksphere is going to give you Strength, Speed, Invulnerability, and Frightener. Also, how do I have it so that it affects only the Combatknife and Katana and no other weapons?
- wildweasel
- DRD Team Admin (Inactive)
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- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Well, here's a mini update:
I've got some of the coding fixed thanks to Wildweasel. Although, I still haven't gotten that soundbug fixed yet with the grenade, I do have it so that now that you pick up the RocketBox (which is replaced with the Grenades and Grenadeammo), now you'll be able to use the grenades once you pick up the grenade ammo.
The pistol reload needs to be fixed, but hopefully theshooter7 will be able to whip up a piece of code for me. I also have to get going on making the sprites for the EX-AR1, but everytime I attempt to make it, it looks like crap.
... I have bad luck making assault rifles for some reason... I can make pistols and Heavy Machineguns just fine... but I'll be damn if I can get a decent looking Assault Rifle...
Lessee... what else... Oh right. Since my college classes are starting next week, I may not be able to find time to work on this mod. I'll probably end up having to look for a job as well... But the good news is that I only have classes on Mondays and Wednesdays, so hooray for me.
I've got some of the coding fixed thanks to Wildweasel. Although, I still haven't gotten that soundbug fixed yet with the grenade, I do have it so that now that you pick up the RocketBox (which is replaced with the Grenades and Grenadeammo), now you'll be able to use the grenades once you pick up the grenade ammo.
The pistol reload needs to be fixed, but hopefully theshooter7 will be able to whip up a piece of code for me. I also have to get going on making the sprites for the EX-AR1, but everytime I attempt to make it, it looks like crap.

Lessee... what else... Oh right. Since my college classes are starting next week, I may not be able to find time to work on this mod. I'll probably end up having to look for a job as well... But the good news is that I only have classes on Mondays and Wednesdays, so hooray for me.

- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- wildweasel
- DRD Team Admin (Inactive)
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- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- wildweasel
- DRD Team Admin (Inactive)
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Take a look - I added comments to all the commands and stuff in there, and suggestions on what to change.
Code: Select all
States
{
Ready:
PISG A 1 A_WeaponReady
PISG A 0 A_JumpIfInventory("IsReloading",1,11) //checks for the player pressing the reload key and jumps accordingly. i changed this from 15 to 11
Loop
Deselect:
PISG A 1 A_Lower
Loop
Select:
PISG A 1 A_Raise
Loop
Fire:
PISG B 2 A_JumpIfNoAmmo(7) //checks for empty clip. notice i reduced this by one - count from the next state down to the state you want to jump to
PISG C 2 A_GunFlash
PISG D 2
PISG E 2
PISG C 2
PISG B 1
PISG A 0
Goto Ready
PISR A 1 A_Playsound("weapons/click")
//Reload:
PISR A 0 A_JumpIfInventory(".45BULLETS",8,2) //checks that the clip is already full - if it's full, the reload is cancelled
PISR A 0 A_JumpIfInventory(".45MAGS",1,2) //checks that there's an extra clip - if there is, it jumps to the reload animation
PISR A 0
Goto Ready
PISR A 0 A_TakeInventory(".45BULLETS",999) //purely for aesthetic effect - empties the current clip to 0 rounds
PISR A 4
PISR B 3 A_PlaySound("weapons/pmagout")
PISR C 2
PISR B 1
PISR A 2
PISR D 1
PISR A 1 A_PlaySound("weapons/pmagin")
PISR A 0 A_TakeInventory(".45MAGS",1) //takes a clip
PISR A 0 A_GiveInventory(".45BULLETS",999) //fills the gun
PISG A 1
Goto Ready
Flash:
PISF A 2 BRIGHT A_FireBullets(2,1,-1,10,0,1,0) //shouldn't this command be in the Fire state, not the flash?
stop
}
}
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Thanks for the complete rundown of that script. It helped me understand what I was doing wrong.
As for the Flash state, that has the muzzleflash sprite like how the original Doom guns have seperate sprites of the muzzle flash.
EDIT: Ok, after fiddling around with the coding, I think I may have made things even more fucked up. Alright, so I got it now that the .45Pistol will make a clicking noise if you press the trigger with an empty magazine, but now I can't even reload the gun! I also tried the reloading script with my .357 magnum too, but it's fucked up like the .45 Pistol. I even pasted the coding you wrote up recently in this thread too (making the necessary changes) but it still won't work. Everything's even more fucked up than when I previously tried to fix it!
As for the Flash state, that has the muzzleflash sprite like how the original Doom guns have seperate sprites of the muzzle flash.
EDIT: Ok, after fiddling around with the coding, I think I may have made things even more fucked up. Alright, so I got it now that the .45Pistol will make a clicking noise if you press the trigger with an empty magazine, but now I can't even reload the gun! I also tried the reloading script with my .357 magnum too, but it's fucked up like the .45 Pistol. I even pasted the coding you wrote up recently in this thread too (making the necessary changes) but it still won't work. Everything's even more fucked up than when I previously tried to fix it!
Last edited by lizardcommando on Tue Sep 05, 2006 2:05, edited 4 times in total.
- wildweasel
- DRD Team Admin (Inactive)
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- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
I think I've made a breakthrough with this reloading crap. So the guns reload automatically if I shoot while I have an empty clip and it will play the reload animation and it will fill up the gun's magazine with fresh bullets, but the thing is that I can't reload manually pressing the R button. Also, ammo won't be taken from the inventory either. I think I can figure that second problem out, but I haven't the slightest effing clue as to why I can no longer press R to reload the guns.
Code: Select all
ACTOR .45Pistol : Weapon replaces Pistol
{
+NOAUTOFIRE
+AMMO_OPTIONAL
Obituary "%o was capped by %k's trusty ol' .45."
AttackSound "weapons/pistol"
Weapon.AmmoType1 ".45MAG" //The guns magazine
Weapon.AmmoType2 ".45BULLETS" //The real ammo
Weapon.AmmoGive 0
Weapon.AmmoGive2 1
Weapon.AmmoUse 1
Weapon.SelectionOrder 6000
States
{
Ready:
PISG A 1 A_WeaponReady
PISG A 0 A_JumpIfInventory("IsReloading",1,11)
Loop
Deselect:
PISG A 1 A_Lower
Loop
Select:
PISG A 1 A_Raise
Loop
Fire:
PISG A 0 A_JumpIfNoAmmo(9)
PISG B 1 BRIGHT A_GunFlash
PISG B 1 A_FireBullets(2,1,-1,10,0,1,0)
PISG C 2
PISG D 2
PISG E 2
PISG C 2
PISG B 1
PISG A 0
Goto Ready
PISG A 1 A_Playsound("weapons/click")
//Reload:
PISR A 0 A_JumpIfInventory(".45MAG",8,2)
PISR A 0 A_JumpIfInventory(".45BULLETS",1,2)
Goto Ready
PISR A 0 A_TakeInventory(".45BULLETS",999)
PISR A 4
PISR B 3 A_PlaySound("weapons/pmagout")
PISR C 8
PISR B 3
PISR A 3
PISR A 4 A_PlaySound("weapons/pmagin")
PISR A 4
PISR D 4 A_PlaySound("weapons/pslide")
PISR D 0 A_GiveInventory(".45MAG",8)
PISR D 0 A_GiveInventory(".45BULLETS",999)
PISG A 1
Goto Ready
Flash:
PISF A 2 BRIGHT
stop
}
}
ACTOR .357Magnum : Weapon 14500
{
+NOAUTOFIRE
+AMMO_OPTIONAL
Obituary "%o's head was blown clean off by %k's .357 Magnum."
Inventory.Pickupmessage "You got the .357 Magnum!"
AttackSound "weapons/357"
Weapon.AmmoType "MAGNUMCLIP"
Weapon.AmmoType2 "MAGNUMAMMO"
Weapon.AmmoGive 0
Weapon.AmmoGive2 6
Weapon.AmmoUse 1
Weapon.SelectionOrder 5000
States
{
Spawn:
MAGN A -1
LOOP
Ready:
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_JumpIfNoAmmo(7)
MAGG A 1 BRIGHT A_GunFlash
MAGG A 3 A_FireBullets(2,1,-1,25,0,1,0)
MAGG B 5
MAGG C 3
MAGG D 2
MAGG A 0
Goto Ready
MAGG A 1 A_Playsound("weapons/click")
//Reload:
MAGR A 0 A_JumpIfInventory("MAGNUMAMMO",6,2)
MAGR A 0 A_JumpIfInventory("MAGNUMCLIP",1,2)
Goto Ready
MAGR A 0 A_TakeInventory("MAGNUMAMMO",999)
MAGR A 2
MAGR B 2
MAGR C 5 A_PlaySound("weapons/magnumopen")
MAGR D 1 A_PlaySound("weapons/magnumload1")
MAGR E 1
MAGR F 1
MAGR G 5
MAGR H 3
MAGR I 3 A_PlaySound("weapons/magnumload2")
MAGR I 0 A_GiveInventory("MAGNUMCLIP",6)
MAGR I 0 A_GiveInventory("MAGNUMAMMO",999)
MAGR J 2
MAGR K 2
MAGR L 2
MAGR M 4 A_PlaySound("weapons/magnumclose")
MAGR N 2
Goto Ready
Flash:
MAGF A 2 BRIGHT
stop
}
}