DuduCrazy's Guns SE (Special Edition)
Moderator: wildweasel
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
DuduCrazy's Guns SE (Special Edition)
This is a sequel to the original DuduCrazy's guns. after reading WildWeasel's review, i had the idea to make this sequel as an attempt to not only learn with the errors i did, like ripping too much overused weapons, as also make a better mod, taking advantage of the Decorate system. The weapons here will have something in common. if not all, most of the weapons will have Doom hands.
As for the theme, it will be a mix of Near futuristic weapons and overpowered weapons. so, it's a mod for those maps/mods like HR, Deus Vult, etc.
These are the weapons that actually are in this mod:
- Fists/Kick (Fists is from Gunspc and the Kick is from ww-cash)
- Klx 9-series pistol (Pistol from System Shock 2.)
- Shotgun (Marty Kirra's Doom hunt shotgun or ww-sam shotgun. i'm trying to think of a better name for this weapon)
- Combat Shotgun (Quake 2's Super shotgun)
- TAR (Chronoteeth's Tactical assault rifle as seen on the old WWDA forums)
- Minigun (My sprite edit. combination of the Duke3d's chaingun and BOMB's Chaingun. Note: i'm trying to find another weapon to replace it, since miniguns are too much overused.)
- SSA-1031 Rocket Launcher (From ww-sam.)
- RX-9032 Plasma Gun (From Dtcog40 i guess)
- ZZY-7704 Lightning Gun (Heat Ray from the Tribes: Vengeance website.)
Weapons i plan to add:
- Sniper Rifle (From Half Life Opposing Force)
- Marty Kirra's Pocket Pistol
There will also be some hidden weapons. Obviously you gonna have to cheat if you want to see these weapons.
As for the theme, it will be a mix of Near futuristic weapons and overpowered weapons. so, it's a mod for those maps/mods like HR, Deus Vult, etc.
These are the weapons that actually are in this mod:
- Fists/Kick (Fists is from Gunspc and the Kick is from ww-cash)
- Klx 9-series pistol (Pistol from System Shock 2.)
- Shotgun (Marty Kirra's Doom hunt shotgun or ww-sam shotgun. i'm trying to think of a better name for this weapon)
- Combat Shotgun (Quake 2's Super shotgun)
- TAR (Chronoteeth's Tactical assault rifle as seen on the old WWDA forums)
- Minigun (My sprite edit. combination of the Duke3d's chaingun and BOMB's Chaingun. Note: i'm trying to find another weapon to replace it, since miniguns are too much overused.)
- SSA-1031 Rocket Launcher (From ww-sam.)
- RX-9032 Plasma Gun (From Dtcog40 i guess)
- ZZY-7704 Lightning Gun (Heat Ray from the Tribes: Vengeance website.)
Weapons i plan to add:
- Sniper Rifle (From Half Life Opposing Force)
- Marty Kirra's Pocket Pistol
There will also be some hidden weapons. Obviously you gonna have to cheat if you want to see these weapons.
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
Today's Update:
- Added Bullet casings and smoke on the pistol, shotgun and assault rifle
- Removed the TAR
- Added the Sniper Rifle (Scuba steve's psg-1)
- Added an alternate fire for the plasma gun (acts just like the Spreadfire Cannon from Descent)
- Removed the Minigun. and added the Assault rifle (From the old wwda forums)
- Removed the GunsPc fists
- Added the Gloved fists. (behaves just like the fists from ww-cash.) i've recoloured the gloves to black and added a sleeve (modified from Cold as hell)
- Modified the kick (recoloured the pants to blue)
come on, where's the comments? it's been two days since i created this topic and nobody replied to it. i want to know what do you guys think of my mod in progress.
- Added Bullet casings and smoke on the pistol, shotgun and assault rifle
- Removed the TAR
- Added the Sniper Rifle (Scuba steve's psg-1)
- Added an alternate fire for the plasma gun (acts just like the Spreadfire Cannon from Descent)
- Removed the Minigun. and added the Assault rifle (From the old wwda forums)
- Removed the GunsPc fists
- Added the Gloved fists. (behaves just like the fists from ww-cash.) i've recoloured the gloves to black and added a sleeve (modified from Cold as hell)
- Modified the kick (recoloured the pants to blue)
come on, where's the comments? it's been two days since i created this topic and nobody replied to it. i want to know what do you guys think of my mod in progress.
- wildweasel
- DRD Team Admin (Inactive)
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I wish you luck on your mod. I'm sure you can improve on the original version in many ways. Just remember to take the advice I gave in the review.
And regarding the gloved fists: While I've already mostly done a port of the ww-cash fists for my latest mod, I'd like to see what you've done to them (the sleeves would add some nice variety).
And regarding the gloved fists: While I've already mostly done a port of the ww-cash fists for my latest mod, I'd like to see what you've done to them (the sleeves would add some nice variety).
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
Here's some screenshots!

[spoiler]This is what i've done to the fists![/spoiler]

[spoiler]Smoke and bullet casings in action! i know you probably don't like my Assault Rifle just because of the fact that i ripped from a world model[/spoiler]

[spoiler]The Jackhammer in action. also with smoke and bullet casings! it's the same one from ww-xm but i've made a new animation for the weapon.[/spoiler]

[spoiler]This one is from another mod i done! hehe. have you ever imagined how funny would be to kill monsters just giving a slap in their faces?[/spoiler]

[spoiler]Marty Kirra's Doom hunt shotgun. you'll probably use this weapon most of the time because of it's power![/spoiler]

[spoiler]Plasma Gun's primary fire.[/spoiler]

[spoiler]Plasma Gun's Alternate fire. Remember the Descent's Spreadfire cannon? i've made an attempt to recreate it. but i'm having a problem. when i use the alternate fire, the ammo is unlimited even with the infinite ammo option turned off.[/spoiler][/i]

[spoiler]This is what i've done to the fists![/spoiler]

[spoiler]Smoke and bullet casings in action! i know you probably don't like my Assault Rifle just because of the fact that i ripped from a world model[/spoiler]

[spoiler]The Jackhammer in action. also with smoke and bullet casings! it's the same one from ww-xm but i've made a new animation for the weapon.[/spoiler]

[spoiler]This one is from another mod i done! hehe. have you ever imagined how funny would be to kill monsters just giving a slap in their faces?[/spoiler]

[spoiler]Marty Kirra's Doom hunt shotgun. you'll probably use this weapon most of the time because of it's power![/spoiler]

[spoiler]Plasma Gun's primary fire.[/spoiler]

[spoiler]Plasma Gun's Alternate fire. Remember the Descent's Spreadfire cannon? i've made an attempt to recreate it. but i'm having a problem. when i use the alternate fire, the ammo is unlimited even with the infinite ammo option turned off.[/spoiler][/i]
Last edited by DuduKrazy on Sat Jan 07, 2006 18:37, edited 1 time in total.
- wildweasel
- DRD Team Admin (Inactive)
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- wildweasel
- DRD Team Admin (Inactive)
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- Joined: Wed Jun 29, 2005 22:00
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You have to specify Weapon.AmmoType2 and Weapon.AmmoUse2 for the alternate fire to use any ammo. This has the side-effect of having the same ammo shown twice on the fullscreen HUD, but it still works.when i use the alternate fire, the ammo is unlimited even with the infinite ammo option turned off.
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
I specified these codes you told me, but it's still the same thing. here's the weapon's code.
In order to make the weapon behave like the spreadfire cannon, i had to specify this - PGUF A 0 A_FireCustomMissile("PlasmaWave2",10,0,3,5) four times. the only thing i've done was to modify the angle, xy offset and spawnheight to get the effect. the "plasmawave" and "plasmawave2" are basically the same projectiles. the only difference is that i specified a sound on only one of the projectiles because if i specify the same sound for two projectiles, it would make a very loud sound when i fire.
UPDATE: The problem's solved. but the weapon uses too much ammo. i'm gonna have to either change the ammo limits, or make the weapon fire only three plasma balls instead of five.
Code: Select all
ACTOR Anotherplasmagun : Weapon 2004
{
Inventory.PickupMessage "RX-9032 Plasma Gun"
Inventory.PickupSound "misc/w_pkup"
Weapon.Ammogive 30
Weapon.AmmoType2 "Cell"
Weapon.AmmoType "Cell"
Weapon.AmmoUse2 1
Weapon.AmmoUse 1
States
{
Spawn:
PLAS A -1
LOOP
Ready:
PGUN A 1 A_WeaponReady
LOOP
Deselect:
PGUN A 1 A_Lower
LOOP
Select:
PGUN A 1 A_Raise
LOOP
Fire:
PGUF A 0 A_Light1
PGUF A 0 A_PlayWeaponSound("weapons/plasma")
PGUF A 2 Bright A_RailAttack(35,4,1,none,"00 00 CF")
PGUN B 0 A_Light0
PGUN B 2
PGUN A 1 A_ReFire
PGUN C 15
Goto Ready
Altfire:
PGUF A 0 A_Light1
PGUF A 0 A_PlayWeaponSound("weapons/plasmaaltfire")
PGUF A 2 Bright A_FireCustomMissile("PlasmaWave",0,0,3,5)
PGUF A 0 A_FireCustomMissile("PlasmaWave2",10,0,3,5)
PGUF A 0 A_FireCustomMissile("PlasmaWave2",-10,0,3,5)
PGUF A 0 A_FireCustomMissile("PlasmaWave2",0,0,3,15)
PGUF A 0 A_FireCustomMissile("PlasmaWave2",0,0,3,-15)
PGUN B 0 A_Light0
PGUN B 2
PGUN A 1 A_ReFire
PGUN C 20
Goto Ready
}
}
UPDATE: The problem's solved. but the weapon uses too much ammo. i'm gonna have to either change the ammo limits, or make the weapon fire only three plasma balls instead of five.
Last edited by DuduKrazy on Sun Jan 08, 2006 2:59, edited 1 time in total.
- TheDarkArchon
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- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
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Code: Select all
Altfire:
PGUF A 0 A_Light1
PGUF A 0 A_PlayWeaponSound("weapons/plasmaaltfire")
PGUF A 2 Bright A_FireCustomMissile("PlasmaWave",0,1,3,5)
PGUF A 0 A_FireCustomMissile("PlasmaWave2",10,0,3,5)
PGUF A 0 A_FireCustomMissile("PlasmaWave2",-10,0,3,5)
PGUF A 0 A_FireCustomMissile("PlasmaWave2",0,0,3,15)
PGUF A 0 A_FireCustomMissile("PlasmaWave2",0,0,3,-15)
PGUN B 0 A_Light0
PGUN B 2
PGUN A 1 A_ReFire
PGUN C 20
Goto Ready
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
THANKS A LOT! Now my problem is solved!TheDarkArchon wrote:Like thisCode: Select all
Altfire: PGUF A 0 A_Light1 PGUF A 0 A_PlayWeaponSound("weapons/plasmaaltfire") PGUF A 2 Bright A_FireCustomMissile("PlasmaWave",0,1,3,5) PGUF A 0 A_FireCustomMissile("PlasmaWave2",10,0,3,5) PGUF A 0 A_FireCustomMissile("PlasmaWave2",-10,0,3,5) PGUF A 0 A_FireCustomMissile("PlasmaWave2",0,0,3,15) PGUF A 0 A_FireCustomMissile("PlasmaWave2",0,0,3,-15) PGUN B 0 A_Light0 PGUN B 2 PGUN A 1 A_ReFire PGUN C 20 Goto Ready
Here's the weapons i'm planning to add:
- Your Grenade launcher from quake 2
- That Book from the weapons resource wad
- Axe From Quake 1. (i'm not sure if i can add doom hands to this weapon)
- WildWeasel's modified P90. (the weapon originally posted by Chronoteeth. i'm don't know if i can rip that weapon because i think someone is already using it.)
- Enjay
- Developer
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- Marty Kirra
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