I can't be the only person that doesn't like the G&S+T&J style casings, right?wildweasel wrote: - Shell casings and dropped clips (borrowed code from zero prophet and xaser)
Weasel's Mods
Moderator: wildweasel
- TheDarkArchon
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Updated the mod again. Pasting the link from last page:
http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar
Changed the shell casing behavior and fixed a few things.
http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar
Changed the shell casing behavior and fixed a few things.
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- wildweasel
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I updated Diaz and Cola2 today, but unfortunately my Internet is being screwy lately and I'm unable to upload the latest versions to the server. I'll try again after work on Monday. But regardless, here are the changes...
Diaz
- Fixed a minor jump offset error on the RPK, where hitting Reload when not set up would cause it to make a clicking noise instead of setting up and reloading
- Fixed the frame sequences on the Colt and Spas12's melee animations
Mister Cola 2
- Scrapped the current pistol in favor of a Techpistol, as provided by chronoteeth
- Added the shotgun replacement. All three power levels are functional.
- Added the complete set of player sounds from QTest (approximately 22 sound files total)
- Adjusted the power scale for the Techpistol (was too powerful before)
Diaz
- Fixed a minor jump offset error on the RPK, where hitting Reload when not set up would cause it to make a clicking noise instead of setting up and reloading
- Fixed the frame sequences on the Colt and Spas12's melee animations
Mister Cola 2
- Scrapped the current pistol in favor of a Techpistol, as provided by chronoteeth
- Added the shotgun replacement. All three power levels are functional.
- Added the complete set of player sounds from QTest (approximately 22 sound files total)
- Adjusted the power scale for the Techpistol (was too powerful before)
- wildweasel
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Mister Cola 2
Still having internet issues - will run a virus scan on here before I go to work tonight. In the meantime, the latest changes:
- Shotgun replacement's power level reduced
- Techpistol's damage scale adjusted - does less damage at level 1, more damage at level 3
- Reduced rate of fire for P90 and increased individual bullet damage
- Added several additional powerups as follows:
-- 7Up - Supercharge
-- Mountain Dew - Super Speed for 60 Seconds (replaces radsuit)
-- Pepsi - Terror Aura (same as the last mod's Terrorsphere)
- Changed a few pickup messages
- Still haven't figured out why the Jolt Cola only gives 1 Armor, and only when the player has none
JoltCola is where the problem lies - ColaPowerup is only there since JoltCola inherits from it
Still having internet issues - will run a virus scan on here before I go to work tonight. In the meantime, the latest changes:
- Shotgun replacement's power level reduced
- Techpistol's damage scale adjusted - does less damage at level 1, more damage at level 3
- Reduced rate of fire for P90 and increased individual bullet damage
- Added several additional powerups as follows:
-- 7Up - Supercharge
-- Mountain Dew - Super Speed for 60 Seconds (replaces radsuit)
-- Pepsi - Terror Aura (same as the last mod's Terrorsphere)
- Changed a few pickup messages
- Still haven't figured out why the Jolt Cola only gives 1 Armor, and only when the player has none
Code: Select all
ACTOR ColaPowerup : CustomInventory replaces Berserk
{
Inventory.PickupMessage "Coca-Cola - Caffiene Level Up!"
Inventory.PickupSound "pickups/cola"
Scale 0.125
States
{
Spawn:
COLA C 10 BRIGHT
COLA C 10
Loop
Pickup:
TNT1 A 0 A_GiveInventory("HealthBonus",100)
TNT1 A 0 A_GiveInventory("CaffieneLevel",1)
TNT1 A 0
Stop
}
}
ACTOR JoltCola : ColaPowerup replaces InvulnerabilitySphere
{
Inventory.PickupMessage "Jolt Cola - Caffiene Max Level!"
States
{
Spawn:
COLA A 10 BRIGHT
COLA A 10
Loop
Pickup:
TNT1 A 0 A_GiveInventory("HealthBonus",200)
TNT1 A 0 A_GiveInventory("ArmorBonus",200)
TNT1 A 0 A_GiveInventory("CaffieneLevel",2)
TNT1 A 0
Stop
}
}
- wildweasel
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http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar
http://armory.drdteam.org/wwmods/inprog ... -cola2.rar
The nearly complete final beta version of Diaz, and the latest version of Cola2. Please give your feedback and feature suggestions (especially for cola2)!
http://armory.drdteam.org/wwmods/inprog ... -cola2.rar
The nearly complete final beta version of Diaz, and the latest version of Cola2. Please give your feedback and feature suggestions (especially for cola2)!
- wildweasel
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http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar
Updated to near-final status. Berserk hypo now powers up the fist to four times the damage, and the zombies have been modified to shoot three-round bursts and drop SMG's 3% of the time. Anybody that downloads this, I need feedback on the following things:
1. Does the fist's Berserk version need to be power-adjusted?
2. Is Magnum ammo too common? Is the Magnum itself too common?
3. Are the initial magazine sizes (how much is in the clip when you first get the weapon) generous enough?
4. Did I just totally screw up the balance by upping the clip size and accuracy of the RPK?
5. Is the Arc Welder powerful enough?
Updated to near-final status. Berserk hypo now powers up the fist to four times the damage, and the zombies have been modified to shoot three-round bursts and drop SMG's 3% of the time. Anybody that downloads this, I need feedback on the following things:
1. Does the fist's Berserk version need to be power-adjusted?
2. Is Magnum ammo too common? Is the Magnum itself too common?
3. Are the initial magazine sizes (how much is in the clip when you first get the weapon) generous enough?
4. Did I just totally screw up the balance by upping the clip size and accuracy of the RPK?
5. Is the Arc Welder powerful enough?
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- wildweasel
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