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Posted: Mon Feb 06, 2006 6:35
by Chronoteeth
Mmm, personally I like it. Then again, that's just me. <:|

Posted: Tue Feb 07, 2006 21:02
by DuduKrazy
Updates:

- Removed the G36 and added the Auto Shotgun from Turok: Dinosaur Hunter. same weapon from "Just a Strife Mod" but with a slightly different behaviour.

- New Weapon Added: Grenade Launcher (from Imagination World).

oh, and i'm having a issue with the Grenade Launcher i've just added. when i fire, if the grenades don't hit anybody, they just bounce around and nothing else! here's the weapon and the grenade code:

Grenade Launcher code:

Code: Select all

ACTOR Akmgrenadelauncher : Weapon
{
   Inventory.PickupSound "misc/w_pkup"
   Inventory.PickupMessage "AKM-1090 Grenade Launcher"
   Weapon.AmmoType "Grenades"
   Weapon.AmmoGive 6
   Weapon.AmmoUse 1
   +NOAUTOFIRE
   States
   {
   Spawn:
      GLNC A -1
      Loop
   Ready:
      GRLA A 1 A_WeaponReady
      Loop
   Deselect:
      GRLA A 1 A_Lower
      Loop
   Select:
      GRLA A 1 A_Raise
      Loop
   Fire:
      GRFR A 0 A_Light1
      GRFR A 0 A_PlayWeaponSound("weapons/gllaunch")
      GRFR A 1 BRIGHT A_FireCustomMissile("Grenade",0,1,1,2)
      GRFR B 0 A_Light2
      GRFR B 1 Bright
      GRFR C 0 A_Light0
      GRFR C 0 A_Recoil(4)
      GRLA BC 1
      GRLA DE 1
      GRLA FG 1
      GRLA GF 1
      GRLA ED 1
      GRLA CB 1
      GRLA A 1
      Goto Ready
   }
}
Grenade code:

Code: Select all

ACTOR Grenade 
{
	Speed 55
	Height 8
	Radius 8
	Damage 100
                Mass 9
	ExplosionDamage 170
	ExplosionRadius 160
               +DOOMBOUNCE
               -NOGRAVITY
                RenderStyle NORMAL
	SeeSound "weapons/grenadebounce"
	DeathSound "weapons/grenadeexplode"
	PROJECTILE
	States
	{
	Spawn:
               GRND A 1 Bright
               Loop
               Death:
              EXP3 A 1 BRIGHT A_Explode
              EXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
              Stop
      } 
}

Posted: Tue Feb 07, 2006 22:00
by TheDarkArchon
Try using this:

Code: Select all

ACTOR Grenade 
{
	Speed 55
	Height 8
	Radius 8
	Damage 100
                Mass 9
        Reactiontime (seconds without hitting anything before explosion)
	ExplosionDamage 170
	ExplosionRadius 160
                RenderStyle NORMAL
	SeeSound "weapons/grenadebounce"
	DeathSound "weapons/grenadeexplode"
	PROJECTILE
               +HEXENBOUNCE
               - NOGRAVITY
	States
	{
	Spawn:
               GRND A 35 Bright A_Countdown
               Loop
               Death:
              EXP3 A 1 BRIGHT A_Explode
              EXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
              Stop
      } 
}
Obviously, fill in the (seconds without hitting anything before explosion) yourself. This will determine how lond the grenade takes to detonate providing it collides with nothing else during that time.

Posted: Tue Feb 07, 2006 22:55
by DuduKrazy
ok. i done that. but i forgot to tell that the weapon is also behaving like a rocket launcher. for the firing animation, i used A_FireCustomMissile.
the normal would be after firing, the grenade should fall to the ground, then bounce until explode.

Posted: Tue Feb 07, 2006 23:09
by TheDarkArchon
I've edited my post.