Lizardcommando's mods journal
Moderator: wildweasel
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- DoomRater
- Posts: 397
- Joined: Tue Jul 19, 2005 4:14
- Location: Programmer's Room, talking to Will Harvey
- Contact:
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
I'm using the flamethrower sound from TFC. Also, the graphics are done for it, including the item pickup, which is just a small fuel tank, and also I made it so that the Flamethrower and ChargeCannon now spawn randomly. I used the BFG pickup as the random spawnpoint. Same goes with the ammo for those two guns. The BigCellpack is the random spawnpoint for the Chargecannon and Flamethrower pickup. I've also started making sprites for a new character. He'll be one of the new helpers (and possibly a new player skin).
I've hit a snag in the DECORATE coding unfortunately. It says that the flamethrower is already defined. How do I fix this? Which numbers aren't already used for existing items?
I've hit a snag in the DECORATE coding unfortunately. It says that the flamethrower is already defined. How do I fix this? Which numbers aren't already used for existing items?
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Cool. It works now. Thanks!
All I gotta do now is re-adjust where the fire comes out and tinker with the weapon's stats and it'll be complete.
EDIT: Ok, the flamethrower is kinda finished. I just need to know how I can limit the range on the thing. How do I make it so that the flamethrower has limited range?
Here's what I have coded in for the flamethrower so far:
All I gotta do now is re-adjust where the fire comes out and tinker with the weapon's stats and it'll be complete.
EDIT: Ok, the flamethrower is kinda finished. I just need to know how I can limit the range on the thing. How do I make it so that the flamethrower has limited range?
Here's what I have coded in for the flamethrower so far:
Code: Select all
actor EXTFlamethrower : Weapon 14679
{
radius 20
height 20
inventory.pickupmessage "You got the Flamethrower!"
Obituary "%o is now a crispy critter thanks to %k's Flamethrower."
AttackSound "weapons/flamethrower"
weapon.selectionorder 500
weapon.kickback 200
weapon.ammotype "Fueltank"
weapon.ammouse 2
weapon.ammogive 100
States
{
Spawn:
FLMT A -1
LOOP
Ready:
FLMG A 1 A_WeaponReady
Loop
Deselect:
FLMG A 1 A_Lower
Loop
Select:
FLMG A 1 A_Raise
Loop
Fire:
FLMF A 0 BRIGHT A_PlaySound("weapons/flamethrower")
FLMF A 1 BRIGHT A_FireCustomMissile("Flameshot",0,-1,4,2)
FLMF B 1 BRIGHT A_Light1
FLMF A 1 BRIGHT A_Light0
Goto Ready
}
}
actor Flameshot
{
height 9
radius 10
damage 20
speed 40
ExplosionRadius 45
ExplosionDamage 12
renderstyle Add
alpha 1
PROJECTILE
-ACTIVATEIMPACT
+RANDOMIZE
+FIREDAMAGE
+lowgravity
states
{
Spawn:
FIR3 ABCD 2 BRIGHT
loop
Death:
TNT1 A 0 //A buffer, dunno if this is needed or not
FIR3 EFG 2 BRIGHT A_Explode
FIR3 HI 2 BRIGHT A_Explode
stop
}
}
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
The way I limit my flamethrowers is by having the Spawn state go straight into the Death state (in other words, get rid of the "loop" keyword). If you do that, though, you might want to double up the Spawn state like so:
Code: Select all
FIR3 ABCDABCD 2 BRIGHT
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
Or use A_Countdown with the ReactionTime property
Code: Select all
actor Flameshot
{
height 9
radius 10
damage 20
speed 40
ExplosionRadius 45
ExplosionDamage 12
ReactionTime 8
renderstyle Add
alpha 1.0 //I'm not sure 1 = 1.0 in DECORATE. It isn't in ACS, so I'll be on the safe side
PROJECTILE
-ACTIVATEIMPACT
+RANDOMIZE
+FIREDAMAGE
+lowgravity
states
{
Spawn:
FIR3 ABCD 2 BRIGHT A_Countdown //A_Countdown reduces ReactionTime by 1. Explodes if ReactionTime = 0
loop
Death:
FIR3 EFGHI 2 BRIGHT A_Explode //The buffer wasn't needed
stop
}
}
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Ok, I think it's time for another beta test. It'll be a public beta test this time, but I'm not going for a wide release. I just want the testing be done on this forum so don't spread it around or anything like that or take any resources.
Almost every gun I promised are on this public beta. The Assault Shotgun, 9mm pistol, and dual .45 pistols aren't in this mod yet. The Flamethrower and Infantry Rifle are in it. They are fully functional. Some of the guns have been tweaked and modified. I still haven't done anything new to the Handcannon. I'll do it after this round of beta testing is over.
If anyone has time, try and play some multiplayer games with it. Although I am more focused with having it work for Single Player and Coop games, I just want to see if it's any good for Deathmatch games.
Without further ado, here it is.
http://www.geocities.com/lizardcommando ... inator.zip
Please try to come back and tell me your thoughts about the mod and tell me some things I can do to improve on it.
Almost every gun I promised are on this public beta. The Assault Shotgun, 9mm pistol, and dual .45 pistols aren't in this mod yet. The Flamethrower and Infantry Rifle are in it. They are fully functional. Some of the guns have been tweaked and modified. I still haven't done anything new to the Handcannon. I'll do it after this round of beta testing is over.
If anyone has time, try and play some multiplayer games with it. Although I am more focused with having it work for Single Player and Coop games, I just want to see if it's any good for Deathmatch games.
Without further ado, here it is.
http://www.geocities.com/lizardcommando ... inator.zip
Please try to come back and tell me your thoughts about the mod and tell me some things I can do to improve on it.
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Unofficially, I have 3 more weapons to add in. They aren't really that necessary though, although I can try adding in the 9mm pistol and assault shotgun. The dual pistols I probably won't be adding in after all. That might change though since the only reason I don't want to is because I'm kinda lazy :p. If that's the case, I might just change the Colt .45's mag's capacity back to 8, lower the max amount of ammo with the backpack and increase the strength a bit more. That'll probably result to changing the strength for all of the weapons. Are the 9mm pistol, assault shotgun, and dual .45 pistols needed or should i ditch them and go on with the enemies?
By the way, did anyone try out the new beta yet? If so, please tell me your thoughts on it.
By the way, did anyone try out the new beta yet? If so, please tell me your thoughts on it.
- Visplane_Overflow
- Posts: 108
- Joined: Thu Jun 29, 2006 23:17
- Location: Canadia
I played it, in single player, and with bots. The whole mod so far seems pretty solid - you've done an excellent job again, Lizardcommando. The only things I dislike, are the flamethrower's behavior, and the speed at which you can fire the infantry rifle, although I suppose that comes down to personal preference. The flame thrower's firing sound is a bit repetitive, and monotonous after a while, and it just really feels like Wolfendoom's flamer =p. Everything else, however, seems to be bug free, although, not too balanced. I really liked the shotgun's reloading - reminds me of TrueCombat (Q3).
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Hehe, I kinda like how the Infantry rifle shoots. It reminds me of the M1 Carbine in Day of Defeat, except just a bit faster and doesn't get bogged down by recoil. Ahh, that's the beauty of having a cartoony mod (or the Doom engine); you don't have to follow the rules of real-world physics. By the way, its magazine will last a bit longer if you don't have a itchy trigger finger. 
The flamethrower was a bitch to code since I didn't know how to have it like the Turok 2 flamethrower so I decided to have it like the TFC flamethrower. That's actually where the flamethrower sound comes from. If more people leave negative comments about the current flamethrower, then I'll try getting someone to fix it.
Well, thanks for the comments. Anyone else?

The flamethrower was a bitch to code since I didn't know how to have it like the Turok 2 flamethrower so I decided to have it like the TFC flamethrower. That's actually where the flamethrower sound comes from. If more people leave negative comments about the current flamethrower, then I'll try getting someone to fix it.
Well, thanks for the comments. Anyone else?
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Well, I've finished the graphics for the assault shotgun, but all I need to do is get some sounds and then do the coding for it. Think of it as the Shotgun (Spas-12) from Halflife 2 except it can go full auto like the Auto-shotgun from Counterstrike. Or you can just think of it as the Spas-12 from ICD-Lizard. I dunno, that's the best description I can give.
I also made some tiny adjustments to the graphics for the handcannon. It won't act like the SSG anymore. It'll be more like the handcannon from ICD-Lizard when you can shoot one shell at a time for primary or both for secondary. I'll probably need help with that too.
After that, I'll go on with the 9MM pistol.
I still need some more comments about the current beta though.
I also made some tiny adjustments to the graphics for the handcannon. It won't act like the SSG anymore. It'll be more like the handcannon from ICD-Lizard when you can shoot one shell at a time for primary or both for secondary. I'll probably need help with that too.
After that, I'll go on with the 9MM pistol.
I still need some more comments about the current beta though.
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Time for a small update:
I just finished adding in the sounds for the Assault Shotgun and I finished coding it. It has a fucked up bug though. My computer crashes everytime the gun tries loading the "magazine" when there is no ammo left. I dunno how to really explain it well.
Basically, when i reach 0 in the ammocount for my shells, the game freezes up. What's going on here? And also the shotgun doesn't reload like the Combat shotgun. How can I have it so it acts like that? I liked it like that.
I just finished adding in the sounds for the Assault Shotgun and I finished coding it. It has a fucked up bug though. My computer crashes everytime the gun tries loading the "magazine" when there is no ammo left. I dunno how to really explain it well.
Basically, when i reach 0 in the ammocount for my shells, the game freezes up. What's going on here? And also the shotgun doesn't reload like the Combat shotgun. How can I have it so it acts like that? I liked it like that.
Code: Select all
ACTOR AssaultShotgun : Weapon 12340
{
+AMMO_OPTIONAL
Obituary "%o's was blasted by %k's Combat Shotgun."
Inventory.Pickupmessage "You got the Assault Shotgun!"
Weapon.AmmoType "SPASCLIP"
Weapon.AmmoType2 "SHOTGUNSHELLS"
Weapon.AmmoGive 0
Weapon.AmmoGive2 6
Weapon.AmmoUse 1
Weapon.SelectionOrder 270
States
{
Spawn:
ASSH A -1
LOOP
Ready:
ASHT A 1 A_WeaponReady
ASHT A 0 A_JumpIfInventory("IsReloading",1,1)
Loop
ASHT A 1
Goto Fire+11
Deselect:
ASHT A 1 A_Lower
Loop
Select:
ASHT A 1 A_Raise
Loop
Fire:
ASHT A 0 A_JumpIfNoAmmo(11)
ASHT A 1 BRIGHT A_GunFlash
ASHT A 0 A_PlaySound("weapons/spasshot")
ASHT A 7 A_FireBullets(8,9.1,15,5,0,1)
ASHT B 3
ASHT C 4
ASHT D 4
ASHT C 4
ASHT B 3
ASHT A 6
Goto Ready
ASHT A 1 A_Playsound("weapons/click")
Goto Ready
//Reload: Also Fire + 10
ASHR A 0 A_JumpIfInventory("SPASCLIP",0,2)
ASHR A 0 A_JumpIfInventory("SHOTGUNSHELLS",1,2)
ASHR A 0
Goto Ready
//Fire + 13
ASHT A 3
ASHT B 3
//Fire + 15
ASHR A 3
ASHR B 3
//Fire + 17
ASHR B 0 A_GiveInventory("SPASCLIP",1)
ASHR B 0 A_TakeInventory("SHOTGUNSHELLS",1)
ASHR C 3 A_PlaySound("weapons/spasload")
ASHR D 4
ASHR B 3
ASHR B 0 A_JumpIfInventory("IsReloading",1,1)
Goto Fire+24
ASHR A 0 A_JumpIfInventory("SHOTGUNSHELLS",1,1)
Goto Fire+24
ASHR A 0 A_JumpIfInventory("SPASCLIP",0,1)
Goto Fire+16
//Fire + 25
ASHT C 3 A_Playsound("weapons/spascock")
ASHT D 3
ASHT C 3
ASHT B 3
ASHT A 0
Goto Ready
AltFire:
ASHT A 0 A_JumpIfInventory("SPASCLIP",1,2)
Goto Fire + 10
ASHT A 0 BRIGHT A_Light1
ASHT A 3 BRIGHT A_GunFlash
ASHT A 3 BRIGHT A_PlaySound("weapons/spasautoshot")
ASHT A 0 BRIGHT A_TakeInventory("SPASCLIP",1)
ASHT A 0 BRIGHT A_FireBullets(8,9.1,15,5,0,1)
ASF2 A 4 A_Light0
ASF2 B 3
Goto Ready
Flash:
ASHF A 4 BRIGHT A_Light1
ASHF B 3 BRIGHT A_Light2
ASHF B 0 BRIGHT A_Light0
stop
}
}
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Well, thanks to DoomRater, the coding for the AssaultShotgun works now
. Now hopefully, he can get the coding for the Handcannon to work too.
As for what I'm doing, I've been trying to make graphics for a melee attack for the Combat Shotgun. It's been a big farking pain in the ass, but I think I'll be able to do it.
I don't think I'll be adding in the dual .45 pistols after all. I might add in the 9mm pistol though. After the Handcannon, 9mm pistol, and Combat Shotgun are finished, I'll go for a wide release of this mod. After I get feedback from that, I'll fix whatever needs to be fixed and then release it again, this time through the /idgames archive.
After that's done, I'll try and get to work on the full version (the one with new enemies and maybe even buddies).

As for what I'm doing, I've been trying to make graphics for a melee attack for the Combat Shotgun. It's been a big farking pain in the ass, but I think I'll be able to do it.
I don't think I'll be adding in the dual .45 pistols after all. I might add in the 9mm pistol though. After the Handcannon, 9mm pistol, and Combat Shotgun are finished, I'll go for a wide release of this mod. After I get feedback from that, I'll fix whatever needs to be fixed and then release it again, this time through the /idgames archive.
After that's done, I'll try and get to work on the full version (the one with new enemies and maybe even buddies).
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Alright, everything seems to be working so far, the only problem (besides drawing and coding the 9mm pistol) is the melee attack for my Combat Shotgun is making the shooting sound for the shotgun. How do I have it so that when I hit someone using the melee attack for the combat shotgun, it will make the smacking noise rather than the shooting noise? I need an answer quickly, please. Here's the coding just in case:
Another problem I have is that for some reason, I can press the 9 key to switch to the Assault Shotgun, even though I've got it set to only be pressed on the 3 key. What's going on with that?
Code: Select all
ACTOR CombatShotgun : Weapon replaces Shotgun
{
+AMMO_OPTIONAL
+NOAUTOFIRE
+NOALERT
Obituary "%o's was blasted by %k's Combat Shotgun."
Inventory.Pickupmessage "You got the Combat Shotgun!"
AttackSound "weapons/shotgun"
Weapon.AmmoType "SHOTGUNCLIP"
Weapon.AmmoType2 "SHOTGUNSHELLS"
Weapon.AmmoGive 0
Weapon.AmmoGive2 4
Weapon.AmmoUse 1
Weapon.SelectionOrder 280
States
{
Spawn:
SHOT A -1
LOOP
Ready:
SHTG A 1 A_WeaponReady
SHTG A 0 A_JumpIfInventory("IsReloading",1,1)
Loop
SHTG A 1
Goto Fire+11
Deselect:
SHTG A 1 A_Lower
Loop
Select:
SHTG A 1 A_Raise
Loop
Fire:
SHTG A 0 A_JumpIfNoAmmo(10)
SHTG A 0 A_AlertMonsters
SHTG A 1 BRIGHT A_GunFlash
SHTG A 7 A_FireBullets(6,7.1,12,5,0,1)
SHTG B 4
SHTG C 4
SHTG D 5
SHTG C 4
SHTG B 4
SHTG A 9 A_Refire
Goto Ready
SHTG A 1 A_Playsound("weapons/click")
Goto Ready
//Reload: Also Fire + 10
SHTR A 0 A_JumpIfInventory("SHOTGUNCLIP",0,2)
SHTR A 0 A_JumpIfInventory("SHOTGUNSHELLS",1,2)
SHTR A 0
Goto Ready
//Fire + 13
SHTG A 3
SHTG B 3
//Fire + 15
SHTR A 3
SHTR B 3 A_PlaySound("weapons/shotgunload")
//Fire + 17
SHTR A 0 A_GiveInventory("SHOTGUNCLIP",1)
SHTR A 0 A_TakeInventory("SHOTGUNSHELLS",1)
SHTR C 3
SHTR D 4
SHTG B 3
SHTR A 0 A_JumpIfInventory("IsReloading",1,1)
Goto Fire+26
SHTR A 0 A_JumpIfInventory("SHOTGUNSHELLS",1,1)
Goto Fire+26
SHTR A 0 A_JumpIfInventory("SHOTGUNCLIP",0,1)
Goto Fire+16
//Fire + 25
SHTG C 3 A_Playsound("weapons/sgcock")
SHTG D 3
SHTG C 3
SHTG B 3
SHTG A 0
Goto Ready
AltFire:
SHTM A 1 A_PlayWeaponSound("melee/shotgunswing")
SHTM B 2
SHTM C 2 A_CUSTOMPUNCH(6.5,0,1)
SHTM D 2 A_CUSTOMPUNCH(6.5,0,1)
NULL A 16
SHTM E 3
Goto Ready
Flash:
SHTF A 4 BRIGHT A_Light1
SHTF B 3 BRIGHT A_Light2
SHTF B 0 BRIGHT A_Light0
stop
}
}