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Posted: Thu Feb 02, 2006 15:14
by Chronoteeth
And make sure you do, because, if you forget, even if you do apologize for it, he'll still go crazy. :\

Posted: Thu Feb 02, 2006 18:05
by DoomRater
A double barrel shotgun that doesn't look like crap. (foams)

Posted: Thu Feb 02, 2006 22:26
by Marty Kirra
NOOOOOOooooooooo!!!

Gosh, I was actually about to release an edit similar to that...with the butt and everything. Gar.

Lookin' good though ;)

Posted: Sat Feb 04, 2006 1:55
by DuduKrazy
Updates:

- Added better sounds for Pistol, DBShotgun and Dule's Primary Fire.

To-Do list

- Add sounds to the Bullet Casings. i tried to add but i didn't hear any sound. i've already specified them in Sndinfo. i'll put the code so someone can tell me what's wrong.

Posted: Sat Feb 04, 2006 1:58
by DuduKrazy
Sndinfo:

Code: Select all

$random weapons/casing {weapons/casing1 weapons/casing2 weapons/casing3}

weapons/casing1      DSCSNG1
weapons/casing2      DSCSNG2
weapons/casing3      DSCSNG3
Decorate:

Code: Select all

ACTOR Shotgun2k6 : Weapon 2001
{
   Inventory.PickupMessage "TKX-983 12-Gauge Shotgun"
   Inventory.PickupSound "misc/w_pkup"
   Weapon.AmmoType "Shell"
   Weapon.AmmoGive 10
   Weapon.AmmoUse 1
   +NOAUTOFIRE
   States
   {
   Spawn:
    SHOT A -1
    Loop
   Deselect:
    SHTG A 1 A_Lower
    Loop
   Select:
    SHTG A 1 A_Raise
    Loop
   Ready:
    SHTG A 1 A_WeaponReady
    Loop
   Fire:
    SHTF A 0 A_PlayWeaponSound("weapons/shotgun2k6")
    SHTF A 0 A_Light1
    SHTF A 2 Bright A_FireBullets(8,5,13,7,1,1)
    SHTG A 0 A_Light0
    SHTG A 0 A_FireCustomMissile("Smoke1",0,0,5,4)
    SHTG A 3 A_Recoil(2)
    SHTG B 3
    SHTG C 3
    SHTG D 4
    SHTG E 4
    SHTG E 0 A_FireCustomMissile("ShotgunCasing",315+random(-8,8),0,10,3)
    SHTG D 4
    SHTG C 4
    SHTG B 4
    SHTG A 1
    Goto Ready
   }
}
Decorate: (The Shell Casing)

Code: Select all

ACTOR ShotgunCasing
{
	Height 12
	Radius 9
	Speed 4
        Scale 0.20
	PROJECTILE
	+DOOMBOUNCE
	- NOGRAVITY
	SeeSound "weapons/casing"
	States
	{
	Spawn:
	   D3S1 A 0 A_PlaySound("NULL")
	   D3S1 ACBHEGFD 1
	   Goto Spawn+1
	Death:
	   D3S1 A 0 A_Jump(32,8)
	   D3S1 A 0 A_Jump(37,8)
	   D3S1 A 0 A_Jump(43,8)
	   D3S1 A 0 A_Jump(51,8)
	   D3S1 A 0 A_Jump(64,8)
	   D3S1 A 0 A_Jump(85,8)
	   D3S1 A 0 A_Jump(128,8)
	   D3S1 A 350
	   Stop
	   D3S1 B -1
	   Stop
	   D3S1 C -1
	   Stop
	   D3S1 D -1
	   Stop
	   D3S1 E -1
	   Stop
	   D3S1 F -1
	   Stop
	   D3S1 G -1
	   Stop
	   D3S1 H -1
	   Stop
	}
}

Posted: Sat Feb 04, 2006 2:29
by TheDarkArchon
Stupid question: Are the sound lumps in the WAD?

Posted: Sat Feb 04, 2006 3:08
by DuduKrazy
Yes.

Posted: Sat Feb 04, 2006 3:16
by Chronoteeth
If worst comes to worst, you can awlays just copy someone elses sound casing code. I know this mod is very near completion, man do I wanna play! :p

Posted: Sat Feb 04, 2006 5:00
by wildweasel
The braces, I believe, are the issue. Try this:

Code: Select all

$random weapons/casing { weapons/casing1 weapons/casing2 weapons/casing3 }

Posted: Sat Feb 04, 2006 11:01
by TheDarkArchon
Chronoteeth wrote:If worst comes to worst, you can awlays just copy someone elses sound casing code.
Duducrazy's code:

Code: Select all

ACTOR ShotgunCasing
{
   Height 12
   Radius 9
   Speed 4
        Scale 0.20
   PROJECTILE
   +DOOMBOUNCE
   - NOGRAVITY
   SeeSound "weapons/casing"
   States
   {
   Spawn:
      D3S1 A 0 A_PlaySound("NULL")
      D3S1 ACBHEGFD 1
      Goto Spawn+1
   Death:
      D3S1 A 0 A_Jump(32,8)
      D3S1 A 0 A_Jump(37,8)
      D3S1 A 0 A_Jump(43,8)
      D3S1 A 0 A_Jump(51,8)
      D3S1 A 0 A_Jump(64,8)
      D3S1 A 0 A_Jump(85,8)
      D3S1 A 0 A_Jump(128,8)
      D3S1 A 350
      Stop
      D3S1 B -1
      Stop
      D3S1 C -1
      Stop
      D3S1 D -1
      Stop
      D3S1 E -1
      Stop
      D3S1 F -1
      Stop
      D3S1 G -1
      Stop
      D3S1 H -1
      Stop
   }
}
vs. my code:

Code: Select all

ACTOR ShotgunCasing
{
	Height 12
	Radius 9
	Speed 4
	Scale 0.45
	PROJECTILE
	+DOOMBOUNCE
	- NOGRAVITY
	SeeSound "weapons/casing2"
	States
	{
	Spawn:
	   D3S1 A 0 A_PlaySound("NULL")
	   D3S1 ACBHEGFD 1
	   Goto Spawn+1
	Death:
	   D3S1 A 0 A_Jump(32,8)
	   D3S1 A 0 A_Jump(37,8)
	   D3S1 A 0 A_Jump(43,8)
	   D3S1 A 0 A_Jump(51,8)
	   D3S1 A 0 A_Jump(64,8)
	   D3S1 A 0 A_Jump(85,8)
	   D3S1 A 0 A_Jump(128,8)
	   D3S1 A 350
	   Stop
	   D3S1 B 350
	   Stop
	   D3S1 C 350
	   Stop
	   D3S1 D 350
	   Stop
	   D3S1 E 350
	   Stop
	   D3S1 F 350
	   Stop
	   D3S1 G 350
	   Stop
	   D3S1 H 350
	   Stop
	}
}
I think borrowing has already been done. ;) I don't mind, though. (Tainted Decorum's textfile explicitly says this)

Posted: Sat Feb 04, 2006 22:01
by Chronoteeth
Mm, hope that bracing thing fixes it WW.

Posted: Sat Feb 04, 2006 22:42
by DuduKrazy
i did that but i still didn't hear any sound

Posted: Sun Feb 05, 2006 18:52
by Chronoteeth
Well, you could awlays send the mod to someone, and they can add/fix the sound code, and then send it back to you.

Posted: Sun Feb 05, 2006 19:35
by The HavoX
Marty Kirra wrote:NOOOOOOooooooooo!!!

Gosh, I was actually about to release an edit similar to that...with the butt and everything. Gar.
Look. I've always had plans about doing some certain weapons/edits, and then from out of nowhere, someone else comes and "does the work" for me.

...but you don't hear me bitching about it Image

Also, jetflock's shotgun is hideous IMO.

Posted: Sun Feb 05, 2006 21:40
by Paul
The HavoX wrote: Also, jetflock's shotgun is hideous IMO.
Indeed. His weapons look like something I'd expect from Zombies Doom.