Lizardcommando's mods journal

In this forum, you can start an ongoing development diary detailing the progress on your latest mods in progress.

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lizardcommando
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Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

I still cant get the coding fixed. I also have to redisgn it and some shit. fuck. this is getting annoying and frustrating. reallly frustrating.

I'm just gonna call it a MachinePistol for simplicity's sake.

Here are the redesigns for the gun I'm making. It's been a real pain in the ass to make. I'm currently using the fourth design but it's ok. I might make this a two-handed gun. My brother said the first two were shit though so I don't really know. I might not even add it in the final version.
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Uzi/Mac10 hybrid mix... gun thing
Uzi/Mac10 hybrid mix... gun thing
uziredesigns.png (5.06 KiB) Viewed 1882 times
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Here's the latest redesign of the MachinePistol. Is this better than the other ones?
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newuzigdesign.png
newuzigdesign.png (2 KiB) Viewed 1879 times
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Chronoteeth
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Post by Chronoteeth »

I think if you have design 3, with the short stock from design 4, only raised slightly so it's angle fits the gun, then you've got golden.
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lizardcommando
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Post by lizardcommando »

Ok I'll try to fix the stock, but I'm sticking with design 4. I don't want to make akimbo weapons for that one. I've already broke my promise of not overstocking the game with a bunch of weapons.

Anyways, I ran into a really crappy bug again. My computer freezes everytime I run out of ammo for this gun. What's going on?

Code: Select all

ACTOR MachinePistol : Weapon 14445
{
   +AMMO_OPTIONAL
   +NOEXTREMEDEATH
   Inventory.Pickupmessage "You got the .45 Caliber MachinePistol!"
        Obituary "%o was riddled with bullet holes by %k's MachinePistol."
   AttackSound "weapons/uzi"
   Inventory.PickupSound "weapons/uzireload"
   Weapon.SelectionOrder 580
   Weapon.AmmoType1 "UZICLIP" //The guns magazine
   Weapon.AmmoType2 ".45Bullets" //The real ammo
   Weapon.AmmoGive 0
   Weapon.AmmoGive2 25
   Weapon.AmmoUse 1
   States
   {
   Spawn:
      MUZI A -1
      LOOP 
   Ready:
      UZIG A 1 A_WeaponReady
      UZIG A 0 A_JumpIfInventory("IsReloading",1,1)
      Loop
      UZIG A 1
      Goto Fire+9
   Deselect:
      UZIG A 1 A_Lower
      Loop
   Select:
      UZIG A 1 A_Raise
      Loop
   Fire:
      UZIG A 0 A_JumpIfNoAmmo(9)
      UZIG A 0 BRIGHT A_Light1
      UZIF A 1 A_FireBullets(4,4,-1,8.2,0,1)
      UZIF C 3 A_Light0
      UZIG A 0 A_JumpIfNoAmmo(5)
      UZIG A 0 BRIGHT A_Light2
      UZIF B 1 A_FireBullets(4,4,-1,8.2,0,1)
      UZIF C 3 A_Light0
      UZIG A 0 A_Refire
      Goto Ready 
    //Reload: also Fire+4
      UZIR A 0 A_JumpIfInventory("UZICLIP",0,2)
      UZIR A 0 A_JumpIfInventory(".45Bullets",1,2)
      UZIR A 0
      Goto Ready
      UZIR A 4
      UZIR B 6
      UZIR C 3
      UZIR D 8
      UZIR E 3
      UZIR F 3 A_PlaySound("weapons/arreload1")
      UZIR G 4
      UZIR H 8
      UZIR I 4
      UZIR J 4
      UZIR E 4 A_PlaySound("weapons/arreload2")
      UZIR D 4
      UZIR C 4
      UZIR B 4
      UZIR K 4
      UZIR M 4
      UZIR N 4
      UZIR O 4 A_PlaySound("weapons/uzireload")
      UZIR P 4
      UZIR O 4
      UZIR N 4
      UZIR M 4
      UZIR L 4
      UZIR Q 4
    //Fire + 15
      UZIR A 0 A_GiveInventory("UZICLIP",1)
      UZIR A 0 A_TakeInventory(".45Bullets",1)
      UZIR A 0 A_JumpIfInventory(".45Bullets",1,1)
      Goto Fire + 38
      UZIR A 0 A_JumpIfInventory("UZICLIP",0,1)
      Goto Fire + 36
    //Fire + 19
      UZIR A 2
      Goto Ready

  } 

}
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wildweasel
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Post by wildweasel »

Your first A_JumpIfNoAmmo is jumping into an infinite loop of zero-duration frames. Try this:

Code: Select all

//Reload: also Fire+4
      UZIG A 0 A_JumpIfInventory("UZICLIP",0,2)
      UZIG A 0 A_JumpIfInventory(".45Bullets",1,2)
      UZIG A 1
      Goto Ready
That'll slow down the reload ever so slightly, but it stops ZDoom from getting stuck in a loop and hanging.
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lizardcommando
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Post by lizardcommando »

I got it fixed now thanks to Xaser :).

Now all I need to do is get the handcannon reprogrammed so it acts like the one from ICD-Lizard where the primary function is to shoot one shell at a time and the secondary function fires both shells. Who wants to help with that?
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Snarboo
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Post by Snarboo »

I agree with Chrono's choice. I like the angle of the weapon to be less extreme, but stick with what you like. :)
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lizardcommando
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Post by lizardcommando »

Design 4's less stupid looking than design 3 in my opinion. Design 3 looks way too slanted and the perspective is even more fucked. The gun looks alot better two-handed than one-handed.
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lizardcommando
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Post by lizardcommando »

Alright, I got the handcannon fixed with Doomrater's help with the coding. There are two bugs for the handcannon right now. The first one I like to think of as a cool little glitch. The second one is kind of annoying.

The first bug lets you have three combinations of shooting the handcannon. The first two are obvious ways of using it: One is by pressing the Primary Function key two shoot one shell at a time and the second way is to use the Secondary Function key to shoot both shells at the same time. The Third way is to shoot the first shell with the Primary Function key and the Secondary Function key to shoot the second shell. This bug is probably my fault for messing up the coding that DoomRater gave me when I copy/pasted it. I don't really mind this bug not being fixed.

The second bug for the handcannon is that you automatically reload with the primary function. The secondary function is ok with the automatic reloading. The Primary Function isn't supposed to do that. How can fix this?

Code: Select all

actor Handcannon : Weapon replaces SuperShotgun
{
  radius 20
  height 16
  attacksound "weapons/sshotf"
  inventory.pickupmessage "You got the Handcannon!"
  obituary "%o was blasted by %k's Handcannon."
  weapon.selectionorder 250
  weapon.kickback 100
  weapon.ammotype "SSGMag"
  weapon.ammotype2 "SHOTGUNSHELLS"
  weapon.ammouse 1
  weapon.ammouse2 0
  Weapon.AmmoGive2 8
 +AMMO_OPTIONAL
 +NOAUTOFIRE
  states
  {
  Ready:
    SHT2 A 1 A_WeaponReady
    SHT2 A 0 A_JumpIfInventory("IsReloading",1,1)
    loop
    SHT2 A 1
    Goto AltFire + 8
  Deselect:
    SHT2 A 1 A_Lower
    loop
  Select:
    SHT2 A 1 A_Raise
    loop
  Fire:
    TNT1 A 0  A_JumpIfInventory("SSGMag",1,1)
    Goto AltFire + 8
    SHT2 A 3
    SHT2 A 0 A_GunFlash
    SHT2 A 4 A_FireBullets (10.2,5.1,10,5,"BulletPuff")
    SHT2 P 2
    SHT2 B 2
    TNT1 A 0 A_JumpIfInventory("SSGMag",1,1)
    goto AltFire + 8
    TNT1 A 0
    Goto Ready
  AltFire:
    SHT2 A 0 A_JumpIfInventory("SSGMag",2,1)
    Goto AltFire + 3
    SHT2 A 0 A_TakeInventory("SSGMag",2)
    SHT2 A 0 A_FireBullets (13.2,8.1,10,5,"BulletPuff")
    Goto AltFire + 4
//  AltFire.FireOnce:
    TNT1 A 0 A_JumpIfInventory("SSGMag",1,1)
    Goto AltFire + 8
    SHT2 A 0 A_FireBullets (13.2,8.1,10,5,"BulletPuff")
    SHT2 A 4 A_GunFlash
    SHT2 P 2
    SHT2 B 2 A_TakeInventory("SSGMag",2)
//  AltFire.Reload:
    TNT1 A 0 A_JumpIfInventory("SHOTGUNSHELLS",1,1)
    Goto Ready
    TNT1 A 0 A_JumpIfInventory("SSGMag",0,15)
    TNT1 A 0 A_JumpIfInventory("SSGMag",1,2)
    TNT1 A 0 A_TakeInventory("SHOTGUNSHELLS",1)
    TNT1 A 0 A_JumpIfInventory("SHOTGUNSHELLS",1,2)
    SHT2 C 6 A_GiveInventory("SSGMag",1)
    Goto AltFire + 16
    TNT1 A 0 A_TakeInventory("SHOTGUNSHELLS",1)
    SHT2 C 6 A_GiveInventory("SSGMag",2)
    SHT2 D 6 A_PlayWeaponSound ("weapons/sshoto")
    SHT2 EF 6
    SHT2 G 6 A_PlayWeaponSound ("weapons/sshotl")
    SHT2 H 5
    SHT2 I 0 A_PlayWeaponSound ("weapons/sshotc")
    SHT2 IA 4
    goto Ready
    SHT2 A 2
    Goto Ready
  Flash:
    TNT1 A 0 A_JumpIfInventory("SSGMag",1,4)
    SHT2 N 2 bright A_Light1
    SHT2 O 2 bright A_Light2
    TNT1 A 0 bright A_Light0
    Stop
    TNT1 A 0 A_JumpIfInventory("SSGMag",2,4)
    SHT2 L 2 bright A_Light1
    SHT2 M 2 bright A_Light2
    TNT1 A 0 bright A_Light0
    Stop
    SHT2 J 2 bright A_Light1
    SHT2 K 2 bright A_Light2
    TNT1 A 0 bright A_Light0
    stop
  Spawn:
    SGN2 A -1
    stop
  }
}
I am trying to mess around with the coding for the molotov cocktail, but now I get this error saying something like "expected '('" or something weird like that. What's that mean and how do I fix it?

Code: Select all

ACTOR Cocktail
{
     Obituary "%o burned to death from %k's molotov cocktail."
     height 8
     radius 10
     damage 8
     speed 25
     ExplosionRadius 80
     ExplosionDamage 50
     deathsound "weapons/molotovexplode"
     PROJECTILE
     +GRENADETRAIL
     +FIREDAMAGE
     +RANDOMIZE
     -NOGRAVITY
   states
{
   Spawn:
      MCCK A 0 BRIGHT ThrustThingZ(0,5,0,1)
      MCCK ABCDE 2 BRIGHT
      loop
   Death:
      EXPL A 0 BRIGHT A_AlertMonsters
      EXPL ABC 1 BRIGHT A_EXPLODE
      EXPL C 0 BRIGHT A_CustomMissile("MolotovFire",0,(-80,40),(0,60))
      EXPL D 0 BRIGHT A_CustomMissile("MolotovFire",0,(40,-60),(0,40))
      EXPL C 0 BRIGHT A_CustomMissile("MolotovFire",0,(60,-80),(0,20))
      EXPL D 0 BRIGHT A_CustomMissile("MolotovFire",0,(-60,20),(0,-60))
      EXPL C 0 BRIGHT A_CustomMissile("MolotovFire",0,(-40,60),(0,-40))
      EXPL D 0 BRIGHT A_CustomMissile("MolotovFire",0,(20,-40),(0,-20))
      EXPL DEF 1 BRIGHT A_EXPLODE
      EXPL GHI 1 BRIGHT A_EXPLODE
      EXPL J 0 A_Jump(191,1)
      EXPL JKL 1 BRIGHT
      EXPL MNOP 1 BRIGHT
      EXPL QRSTUVW 1
      stop
    }
}
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TheDarkArchon
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Post by TheDarkArchon »

The way you've done the random angles is wrong: It should be "random(min,max)", not just "(min, max)"
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lizardcommando
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Post by lizardcommando »

Ah ok. I had a feeling I shouldn't have taken those out. Actually, I added those back in late last night and it works now. The molotovs are still very buggy though. It still spawns in a straight line. Sometimes, fire won't even spawn. I dunno how to really explain it. I wanted it to spawn in a kind of circular pattern. Something similar to this:

Code: Select all


* * *
* + *
* * *

+ is the explosion
* is the fire spawned by the explosion.
Is there a way to do this?
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lizardcommando
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Post by lizardcommando »

Here's a public beta for the new version of The Exterminator. Here's the list of new things:
  • *Added in a new weapon, the .45 Machine Pistol.
    *Added in a new secondary function for the Infantry Rifle.
    *Added in a new enemy, the SMG Trooper.
    *Changed how the Handcannon functions.
    *Changed the Berserksphere so that it acts like a "Frightener" powerup.
    *Made a few additional tweaks to the weapons.
Just tell me what you think of the new stuff and tell me if you find any more bugs. Also, after this public beta is finished I want to know if I should get rid of the human enemies or not.

http://www.geocities.com/lizardcommando/extermbeta2.zip
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Chronoteeth
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Post by Chronoteeth »

The firebomb's fire is extremely large, and the bfg replacement seems more like a plasma gun replacement than a bfg replacement.
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lizardcommando
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Post by lizardcommando »

They've been like that since the first release. You didn't notice?
The firebomb's fire is extremely large
I'll probably try to change the size for the fire. What's the decorate code for that again? SCALE? I'll probably change the size to match the firebomb's explosion or make it a bit bigger than the firebomb's explosion.
and the bfg replacement seems more like a plasma gun replacement than a bfg replacement.
I don't want a BFG-type gun. I never liked the BFG9K to be honest.
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Chronoteeth
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Post by Chronoteeth »

who says it has to be like the bfg to be a bfg replacement?
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