Lizardcommando's mods journal
Moderator: wildweasel
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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.
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.
- Attachments
-
- Uzi/Mac10 hybrid mix... gun thing
- uziredesigns.png (5.06 KiB) Viewed 1882 times
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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?
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
}
}
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
Your first A_JumpIfNoAmmo is jumping into an infinite loop of zero-duration frames. Try this:
That'll slow down the reload ever so slightly, but it stops ZDoom from getting stuck in a loop and hanging.
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
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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?
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?
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
}
}
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
}
}
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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:
Is there a way to do this?
Code: Select all
* * *
* + *
* * *
+ is the explosion
* is the fire spawned by the explosion.
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Here's a public beta for the new version of The Exterminator. Here's the list of new things:
http://www.geocities.com/lizardcommando/extermbeta2.zip
- *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.
http://www.geocities.com/lizardcommando/extermbeta2.zip
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
They've been like that since the first release. You didn't notice?
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.The firebomb's fire is extremely large
I don't want a BFG-type gun. I never liked the BFG9K to be honest.and the bfg replacement seems more like a plasma gun replacement than a bfg replacement.
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01