Lizardcommando's mods journal
Moderator: wildweasel
- 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
Ugh.... DECORATE is being a retard again. It says I have more than 4 characters for a sprite name.
This is all of the new code I placed in. I don't see what the fuck Zdoom is talking about.
Code: Select all
ACTOR InfantryRifle : Weapon 11565
{
+NOAUTOFIRE
+AMMO_OPTIONAL
inventory.pickupmessage "You got the Infantry Rifle!"
Obituary "%o was popped in the head by %k's Infantry Rifle."
AttackSound "weapons/infantryrifle"
Weapon.AmmoType1 "RIFLECLIP" //The guns magazine
Weapon.AmmoType2 "ARAMMO" //The real ammo
Weapon.AmmoGive 0
Weapon.AmmoGive2 10
Weapon.AmmoUse 1
Weapon.SelectionOrder 250
States
{
Spawn:
INFR A -1
LOOP
Ready:
RIFG A 1 A_WeaponReady
RIFG A 0 A_JumpIfInventory("IsReloading",1,1)
Loop
RIFG A 1
Goto Fire + 6
Deselect:
RIFG A 1 A_Lower
Loop
Select:
RIFG A 1 A_Raise
Loop
Fire:
RIFG A 0 A_JumpIfNoAmmo(6)
RIFG A 0 BRIGHT A_GunFlash
RIFG A 0 A_FireBullets(3,3,-1,12,0,1,0)
RIFF B 2
RIFG A 0
Goto Ready
RIFG A 1 A_Playsound("weapons/click")
//Reload: also Fire + 10
RIFR A 0 A_JumpIfInventory("RIFLECLIP",0,2)
RIFR A 0 A_JumpIfInventory("ARAMMO",1,2)
RIFR A 0
Goto Ready
RIFR A 3
RIFR B 4
RIFR C 3 A_PlaySound("weapons/arreload1")
RIFR D 10
RIFR E 3 A_PlaySound("weapons/arreload2")
RIFR F 4
RIFR G 4
RIFR H 4
RIFR IJK 4
RIFR LMN 4
RIFR O 4 A_PlaySound("weapons/riflebolt")
RIFR PQR 4
RIFG A 1
//Fire + 21
RIFR A 0 A_GiveInventory("RIFLECLIP",1)
RIFR A 0 A_TakeInventory("ARAMMO",1)
RIFR A 0 A_JumpIfInventory("RIFLECLIP",0,2)
RIFR A 0 A_JumpIfInventory("ARAMMO",1,2)
RIFG A 1
Goto Ready
RIFR A 0
Goto Fire + 10
Flash:
RIFF A 2 BRIGHT A_Light1
RIFF B 0 BRIGHT A_Light0
stop
}
}
Code: Select all
ACTOR EXAR-HMG-RIFLEAmmoSpawner 2047
{
States
{
{
Spawn:
NULL A 0
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("ARAMMO",1,8)
Goto Death
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("RIFLEAMMO",1,8)
Goto Death
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("HMGAMMO",1,8)
Goto Death
Death:
NULL A 0
Stop
}
}
Code: Select all
ACTOR EXAR-HMG-RIFLESpawner 2004
{
States
{
{
Spawn:
NULL A 0
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("EXAR-1",1,8)
Goto Death
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("InfantryRifle",1,8)
Goto Death
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("HeavyMachinegun",1,8)
Goto Death
Death:
NULL A 0
Stop
}
}
- DoomRater
- Posts: 397
- Joined: Tue Jul 19, 2005 4:14
- Location: Programmer's Room, talking to Will Harvey
- Contact:
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
I've tested the mod a lot and haven't found any really glaring balance issues, but the Colt pistol kinda bugs me - it seems I spend more time reloading it than I do firing it, especially with the altfire mode. I think you should either increase the clip size or make it a tiny bit more powerful (while cutting the speed down a notch).
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Ah. Yeah, I was actually a bit conflicted with the Colt. I had the strength originally at 9, but shooting really fast would sometimes gib the zombiemen, so I changed it to either 8 or 8.5 for the strength. I don't remember. I think I'll change the clipsize for it. How's 10 sound?
Oh yeah, I got the Rifle to work,reloading included I just had to change a few numbers around to get it to work how I want it too.
As for a progess report, here's what I did:
*Make the Infantry Rifle.
*Change the Pistol's stats (increased strength, increase ammo capacity to 10).
*Made some minor tweaks to the Magnum and Akimbo SMG stats (made both of them a bit stronger)
*Made some minor tweaks to the Akimbo SMGs'/SMG's reloading animation.
*Made some misc. sprites.
*Changed the weapon order around.
Oh yeah, I got the Rifle to work,
As for a progess report, here's what I did:
*Make the Infantry Rifle.
*Change the Pistol's stats (increased strength, increase ammo capacity to 10).
*Made some minor tweaks to the Magnum and Akimbo SMG stats (made both of them a bit stronger)
*Made some minor tweaks to the Akimbo SMGs'/SMG's reloading animation.
*Made some misc. sprites.
*Changed the weapon order around.
Last edited by lizardcommando on Fri Dec 22, 2006 3:20, edited 1 time in total.
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
That sounds fine. But if you don't want your bullet-based weapons to gib enemies, just add the +NOEXTREMEDEATH flag to the weapon.lizardcommando wrote:Ah. Yeah, I was actually a bit conflicted with the Colt. I had the strength originally at 9, but shooting really fast would sometimes gib the zombiemen, so I changed it to either 8 or 8.5 for the strength. I don't remember. I think I'll change the clipsize for it. How's 10 sound?
- 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'll do that.
BTW, I guess the Infantry Rifle isn't as bugless as I thought it was. I can still reload even though I have full ammo in my magazine.
BTW, I guess the Infantry Rifle isn't as bugless as I thought it was. I can still reload even though I have full ammo in my magazine.
Code: Select all
ACTOR InfantryRifle : Weapon 11565
{
+NOAUTOFIRE
+AMMO_OPTIONAL
inventory.pickupmessage "You got the Infantry Rifle!"
Obituary "%o was popped in the head by %k's Infantry Rifle."
AttackSound "weapons/infantryrifle"
Weapon.AmmoType1 "RIFLECLIP" //The guns magazine
Weapon.AmmoType2 "RIFLEAMMO" //The real ammo
Weapon.AmmoGive 0
Weapon.AmmoGive2 10
Weapon.AmmoUse 1
Weapon.SelectionOrder 250
States
{
Spawn:
INFR A -1
LOOP
Ready:
RIFG A 1 A_WeaponReady
RIFG A 0 A_JumpIfInventory("IsReloading",1,1)
Loop
RIFG A 1
Goto Fire + 7
Deselect:
RIFG A 1 A_Lower
Loop
Select:
RIFG A 1 A_Raise
Loop
Fire:
RIFG A 0 A_JumpIfNoAmmo(6)
RIFG A 0 BRIGHT A_Light1
RIFF A 2 A_FireBullets(2,2,-1,25,0,1,0)
RIFF B 3 BRIGHT A_Light0
RIFG A 0
Goto Ready
RIFG A 1 A_Playsound("weapons/click")
//Reload: also Fire + 10
RIFR A 0 A_JumpIfInventory("RIFLECLIP",0,2)
RIFR A 0 A_JumpIfInventory("RIFLEAMMO",1,2)
RIFR A 0
Goto Ready
RIFR A 3
RIFR B 4
RIFR C 3 A_PlaySound("weapons/arreload1")
RIFR D 10
RIFR E 3 A_PlaySound("weapons/arreload2")
RIFR F 4
RIFR G 4
RIFR H 4
RIFR IJK 4
RIFR LMN 4
RIFR O 4 A_PlaySound("weapons/riflebolt")
RIFR PQR 4
RIFG A 1
//Fire + 21
RIFR A 0 A_GiveInventory("RIFLECLIP",1)
RIFR A 0 A_TakeInventory("RIFLEAMMO",1)
RIFR A 0 A_JumpIfInventory("RIFLECLIP",0,2)
RIFR A 0 A_JumpIfInventory("RIFLEAMMO",1,2)
RIFG A 1
Goto Ready
RIFR A 0
Goto Fire + 28
}
}
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
- DoomRater
- Posts: 397
- Joined: Tue Jul 19, 2005 4:14
- Location: Programmer's Room, talking to Will Harvey
- Contact:
Label Reload is actually Fire + 6, (oops, TDA even said this in front of me!) but the label there reads Fire + 10. You might want to correct the offset counts as well to make things easier to debug in the future. (deletes banter about the last jump being Fire + 29 when it is not)
(hopes the next version with custom states comes out soon, and also hopes that jumping to states from JumpIf also happens at the same time)
(hopes the next version with custom states comes out soon, and also hopes that jumping to states from JumpIf also happens at the same time)
- 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
- DoomRater
- Posts: 397
- Joined: Tue Jul 19, 2005 4:14
- Location: Programmer's Room, talking to Will Harvey
- Contact:
Well, personally I like mine from the ARW. I never really liked how they were implemented on other mods, with a single projectile like a plasma rifle with a range limit stuff. Alternatively, you could make the projectiles with lowgravity and make them burn on death... I haven't seen any flamethrowers like that!
- 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