Lizardcommando's mods journal

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Moderator: wildweasel

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wildweasel
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Post by wildweasel »

I had to use a workaround to get the melee attack to make a different noise in ww-diaz. Do not give the weapon an attack sound. Instead, in the weapon's FIRE states, add one zero-duration frame right before when the weapon actually fires, and use that frame to play the fire sound. Example:

Code: Select all

(...)
Fire:
      SHTG A 0 A_JumpIfNoAmmo(10)
      SHTG A 0 A_AlertMonsters
      SHTG A 1 BRIGHT A_GunFlash
      SHTG A 0 A_PlayWeaponSound("weapons/shotgun")
      SHTG A 7 A_FireBullets(6,7.1,12,5,0,1)
      SHTG B 4
      SHTG C 4
      SHTG D 5 
(...)
Then, in your melee attack states, have the first A_CustomPunch use a custom puff:

Code: Select all

(...)
AltFire:
      SHTM A 1 A_PlayWeaponSound("melee/shotgunswing")
      SHTM B 2
      SHTM C 2 A_CUSTOMPUNCH(6.5,0,1,"ShotgunMeleePuff")
      SHTM D 2 A_CUSTOMPUNCH(6.5,0,1)
      NULL A 16
      SHTM E 3
      Goto Ready 
(...)

Code: Select all

actor ShotgunMeleePuff
{
  +NOBLOCKMAP
  +NOGRAVITY
  +PUFFONACTORS
  activesound ""
  attacksound "melee/wall"
  seesound "melee/hit"
  states
  {
  Spawn:
    TNT1 A 0
    TNT1 A 1
    stop
  Crash:
  	TNT1 A 0
  	TNT1 A 1
  	stop
  Melee:
  	TNT1 A 0
  	TNT1 A 1
  	stop
  }
}
If you want to have it show puffs on walls like a normal melee attack, just delete the Crash and Melee states. With this code, the puffs won't show up at all, but they will still make sounds when you hit enemies or walls.
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Ahh dammit, I can't figure what I did wrong with the Combat Shotgun now. It won't reload now. Also, I just gibbed a zombieman with the melee attack, even though +NOEXTREMEDEATH is on. The zombieman was shot twice by two other zombies.

Code: Select all

ACTOR CombatShotgun : Weapon replaces Shotgun
{
   +AMMO_OPTIONAL
   +NOAUTOFIRE
   +NOALERT
   +NOEXTREMEDEATH
      Obituary "%o's was blasted by %k's Combat Shotgun."
      Inventory.Pickupmessage "You got the Combat 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+10
   Deselect:
      SHTG A 1 A_Lower
      Loop
   Select:
      SHTG A 1 A_Raise
      Loop
   Fire:
      SHTG A 0 A_JumpIfNoAmmo(11)
      SHTG A 0 A_AlertMonsters
      SHTG A 1 BRIGHT A_GunFlash
      SHTG A 0 A_PlayWeaponSound("weapons/shotgun") 
      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 7
      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+27
      SHTR A 0 A_JumpIfInventory("SHOTGUNSHELLS",1,1)
      Goto Fire+27
      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(4.5,0,1,"ShotgunMeleePuff")
      SHTM D 2
      NULL A 15
      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

  }

}
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TheDarkArchon
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Post by TheDarkArchon »

Reload is actually Fire+12
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Cool. It works now. Thanks, TDA.

Now that that problem is out of the way, I'm going to test this mod out with my brother. I'll try to get some screenshots of the new stuff in action. :)
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Here are some screenshots of my Coop run of Dark7 with my brother. He's using the new Lizard Marine skin. You get a quick glimpse of the Assault Shotgun and the melee attack for the Combat Shotgun. I know the graphics are a bit messy for them, but it's the best I could do for them. I used the spoiler tag to make the thread not so clogged up.

[spoiler]Image
The new Melee attack for the Combat Shotgun.

Image
My brother (using the Lizard Marine) blasting a Demon.

Image
The Assault Shotgun.

Image
Another screenshot of the Assault Shotgun in action.

Image
The last screenshot of the Assault Shotgun in action.

Image
Running along through the train on MAP03.

Image
Both of us (foolishly) charging into battle.[/spoiler]

Well, my brother enjoyed the new stuff. He didn't like ICD-Lizard, but after seeing what I've done here, he pretty much said it's leaps and bounds better than ICD-Lizard. I know the screenshots make the guns look messy, but when you see it in action, you'll barely notice a thing.
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Hey guys, I've got some good news. I've finished the 9MM pistol and I even added in two new enemies. Unfortunately, they aren't Lizards. They're just normal pistol human soldiers. Don't worry, there will eventually be new enemies done with the Lizards. With this release, those two guys will be the only new enemies.

Aside from the good news I have one problem. The 9MM pistol will still shoot three shots with the triple-round burst fire shot even though it'll run out of ammo. For example, I have 2 bullets left in the magazine and I use the secondary function, which is the 3 round burst and it'll still shoot three shots. How do I stop it from doing that. Also, when I use the three-round burst, the gun flash won't show up. Here's the coding for the entire gun:

Code: Select all

ACTOR 9MMPISTOL : Weapon 13500
{
   +NOAUTOFIRE
   +AMMO_OPTIONAL
   -ALT_AMMO_OPTIONAL
   +NOEXTREMEDEATH
      Inventory.Pickupmessage "You got the 9MM Pistol!"
      Obituary "%o was popped by %k's 9MM Pistol."
   AttackSound "weapons/Glockfire"
   Weapon.AmmoType "9MMPISTOLCLIP"
   Weapon.AmmoType2 "9MMAMMO"
   Weapon.AmmoGive 0
   Weapon.AmmoGive2 15
   Weapon.AmmoUse 1
   Weapon.SelectionOrder 675
   States
   {
   Spawn:
      GLCK A -1
      LOOP
   Ready:
      GLKG A 1 A_WeaponReady
      GLKG A 0 A_JumpIfInventory("IsReloading",1,1)
      Loop
      GLKG A 1
      Goto Fire + 7
   Deselect:
      GLKG A 1 A_Lower
      Loop
   Select:
      GLKG A 1 A_Raise
      Loop
   Fire:
      GLKG A 0 A_JumpIfNoAmmo(6)
      GLKG A 1 BRIGHT A_GunFlash
      GLKG B 2 A_FireBullets(2,2,-1,6,0,1,0)
      GLKG C 2
      GLKG B 2
      GLKG A 0
      Goto Ready
      GLKG A 1 A_Playsound("weapons/click")
    //Reload: also Fire + 10
      GLKR A 0 A_JumpIfInventory("9MMPISTOLCLIP",0,2)
      GLKR A 0 A_JumpIfInventory("9MMAMMO",1,2)
      GLKR A 0
      Goto Ready
      GLKR A 4
      GLKR B 3 A_PlaySound("weapons/pmagout")
      GLKR C 8
      GLKR D 3
      GLKR E 3
      GLKR F 4 A_PlaySound("weapons/pmagin")
      GLKR F 4
      GLKR F 4 A_PlaySound("weapons/pslide")
      GLKR F 0 A_GiveInventory("9MMPISTOLCLIP",1)
      GLKR F 0 A_TakeInventory("9MMAMMO",1)
      GLKR A 0 A_JumpIfInventory("9MMPISTOLCLIP",0,2)
      GLKR A 0 A_JumpIfInventory("9MMAMMO",1,2)
      GLKR A 1
      Goto Ready
      GLKR A 0
      Goto Fire + 18
   AltFire:
      GLKG A 0 A_JumpIfInventory("9MMPISTOLCLIP",1,2)
      Goto Fire + 6
      GLKG A 1 BRIGHT A_GunFlash
      GLKG A 0 BRIGHT A_TakeInventory("9MMPISTOLCLIP",1)
      GLKG B 2 A_FireBullets(3,2,-1,6,0,1,0)
      GLKG A 1 BRIGHT A_GunFlash
      GLKG A 0 BRIGHT A_TakeInventory("9MMPISTOLCLIP",1)
      GLKG B 2 A_FireBullets(3,2,-1,6,0,1,0)
      GLKG A 1 BRIGHT A_GunFlash
      GLKG A 0 BRIGHT A_TakeInventory("9MMPISTOLCLIP",1)
      GLKG B 2 A_FireBullets(3,2,-1,6,0,1,0)            
      GLKG C 2
      GLKG B 2
      GLKG A 0
      Goto Ready   
   Flash:
      GLKF A 1 BRIGHT A_Light1 
      GLKF A 0 A_Light0       
      stop

  }

}
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Visplane_Overflow
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Location: Canadia

Post by Visplane_Overflow »

Hmm, it would seem to me that you need a line like this : GLKG A 0 A_JumpIfNoAmmo(6), before each shot of the triple burst - Although, I have zero experience, coding with DECORATE, so you should probably wait until somebody more adept at this kinda thing tells you something.
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Hmm, well in that case, did you check out the latest screenshots? :)
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Visplane_Overflow
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Post by Visplane_Overflow »

Yes, yes I did, and I must say - they look promising. Can't wait 'til I'm roughing up zombies with the butt end of the combat shotgun!
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TheDarkArchon
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Post by TheDarkArchon »

The A_JumpIfInventory should check for 3 units of ammo and have a jump offset of 1.
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Oh, so would it look something like this?

Code: Select all

     AltFire:
      GLKG A 0 A_JumpIfInventory("9MMPISTOLCLIP",3,1)
      Goto Fire + 6
      GLKG A 1 BRIGHT A_GunFlash
      GLKG A 0 BRIGHT A_TakeInventory("9MMPISTOLCLIP",1)
      GLKG B 2 A_FireBullets(3,2,-1,6,0,1,0)
      GLKG A 1 BRIGHT A_GunFlash
      GLKG A 0 BRIGHT A_TakeInventory("9MMPISTOLCLIP",1)
      GLKG B 2 A_FireBullets(3,2,-1,6,0,1,0)
      GLKG A 1 BRIGHT A_GunFlash
      GLKG A 0 BRIGHT A_TakeInventory("9MMPISTOLCLIP",1)
      GLKG B 2 A_FireBullets(3,2,-1,6,0,1,0)            
      GLKG C 2
      GLKG B 2
      GLKG A 0
      Goto Ready   
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TheDarkArchon
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Post by TheDarkArchon »

It should work: Before it was only checking for a single unit of ammo and jumping past the first A_GunFlash.
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lizardcommando
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Post by lizardcommando »

Ah ok. The 9mm pistol pretty much works now. Thanks. :)
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Alright, here it is! This is the first formal release of my weapons mod, The Exterminator.

All of the weapons have been replaced. Slots 1-8 each have weapons in them. All of them (except slots 2 and 3) have two weapons in each slot. Slots 2 and 3 have three weapons in them. I did replace one enemy, but they aren't Lizards. They're just new pistol zombie replacements. They're there because I need a base for the rest of the new monsters. I am already aware of 4 "minor" bugs in the mod. I am new at DECORATE coding, so of course it isn't going to be perfect.

So go ahead and try it out and tell me what you think and tell me what I can improve on.

Screenshots can be seen here. There are some old screenshots in there.

Now go play it and have fun! Don't forget to read the text files!

http://www.geocities.com/lizardcommando/extermin.zip
(Alt. download) http://www.relentlessbeating.com/wads/extermin.zip

Here's a player skin to commemorate this special occasion!

http://www.geocities.com/lizardcommando/marineliz.zip
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Alter
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Location: Poland, Lodz

Post by Alter »

Hey lizard that's nice weapon mod even if it has MSpaint sprites :D fun as hell ;)
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