Doom with bits on
Moderator: wildweasel
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- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
- Soultaker
- Posts: 219
- Joined: Fri Sep 02, 2005 8:26
- Location: Capping some zombies Gangsta Style.
- Contact:
DAMN!!! Awesome mod so far. I have two tips for ya. First use a hand frame setup without the grenade which adds a bit more realism. That way the hand goes down then comes up with the grenade right before throwing the it. Second the tiny little black crosshair on the RL looks goofy as hell. Get rid of it.
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
The grenade issue is one that has plagued even professional games, Red, so don't stress out too much over it. I've even played games where the ammo belt for a machine gun never depletes, despite what the ammo count says! The most basic way to solve the problem, as others have suggested, is not to show the grenade on screen while idle, even when the weapon is selected. The grenade should not appear until you fire, in which case it is brought up on screen and then thrown like normal.
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
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Code: Select all
ACTOR HGrenade : Weapon 2010
{
Weapon.SelectionOrder 50
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the Hand Grenade!"
Scale 0.5
Weapon.AmmoType Gren
Weapon.AmmoGive 1
Weapon.AmmoUse 1
Inventory.Icon HGN2A0
AttackSound "weapons/throw"
+NOALERT
States
{
Spawn:
HGN2 A -1
LOOP
Ready:
HGRN A 0 A_JumpIfInventory("Gren"1,2)
PUNG A 1 A_WeaponReady //Dark Forces, anyone?
Goto Ready
HGRN A 1 A_WeaponReady
Goto Ready
Deselect:
HGRN A 0 A_JumpIfInventory("Gren"1,2)
PUNG A 1 A_Lower
Goto Deselect
HGRN A 1 A_Lower
Goto Deselect
Select:
HGRN A 0 A_JumpIfInventory("Gren"1,2)
PUNG A 1 A_Raise
Goto Select
HGRN A 1 A_Raise
Goto Select
Fire:
HGRN B 2
HGRN C 6
HGRN D 2 A_PlayWeaponSound("weapons/pin")
HGRN E 2
TNT1 A 10
TNT1 A 0 A_FireCustomMissile("Grenade",0,1,0,0)
HGRN F 2 A_PlayWeaponSound("weapons/Throw")
HGRN G 2
HGRN H 2
TNT1 A 10
Goto Ready
}
}

- NeoWorm
- Posts: 29
- Joined: Sat Nov 05, 2005 0:13
- Location: Czech republic
- Contact:
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- Posts: 39
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- Posts: 60
- Joined: Sun Sep 04, 2005 3:05
I've got a fix for you, A_JumpIfInventory doesn't work when you enter a 0 for the number. -_-
[spoiler][/spoiler]
[spoiler]
Code: Select all
Fire:
MISG A 0 A_JumpIfInventory("homemode",1,16)
MISG A 0 A_JumpIfNoAmmo(14)
MISG A 0 A_FireCustomMissile("CheapAlert",0,0,0,0)
MISG B 8 A_GunFlash
MISG A 0 A_PlaySound("weapons/rocklf")
MISG B 12 A_FireCustomMissile("Rocket_", 0, 1, 0, 0)
MISG C 4 A_PlaySound("weapons/Rload")
MISG ADEFED 4
MISG C 10
MISG A 4
goto Ready
MISG A 0
goto Ready
MISG A 0 A_JumpIfInventory("HomeAmmo",1,1)
Goto Ready
MISG A 0 A_FireCustomMissile("CheapAlert",0,0,0,0)
MISG B 8 A_GunFlash
MISG A 0 A_PlaySound("weapons/rocklf")
MISG B 0 A_FireCustomMissile("HomingRocket", 0, 0, 0, 0)
MISG B 12 A_TakeInventory("HomeAmmo",1)
MISG C 4 A_PlaySound("weapons/Rload")
MISG ADEFED 4
MISG C 10
MISG A 2
MISG G 2
goto Ready
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- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
There we go.
oh, and I threw in another weapon.
Enjoy.
http://rapidshare.de/files/7423618/DoomWBO.zip.html
Ok, It's still noot quite done. I'm trying make a new monster, and Tawmdees advice about the hell knight makes a lot of sence...
oh, and I threw in another weapon.
Enjoy.
http://rapidshare.de/files/7423618/DoomWBO.zip.html
Ok, It's still noot quite done. I'm trying make a new monster, and Tawmdees advice about the hell knight makes a lot of sence...
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
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- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
Acully, I'm pretty close to dropping the Darkclaw. and maybe the hell lazer but I'm going to spread the weapons around a bit better... oh, and throught some clever Dehackage, you can now finish the first doom epersode with no hassles.
also adding two new badsguys who will kindly drop certain weapons so that the megasphear, blurspher and invurnablityspear a back...
And i'm thinking about making it so that you can carry the powerps.
also adding two new badsguys who will kindly drop certain weapons so that the megasphear, blurspher and invurnablityspear a back...
And i'm thinking about making it so that you can carry the powerps.
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
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