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Posted: Wed Dec 27, 2006 1:26
by lizardcommando
Alrighty, I made my own fireball sprites. They aren't the greatest looking in the world, but they'll have to do for now. All I have to do is do the coding for it and also get some fire sounds. Can anyone help me with these parts?

Posted: Wed Dec 27, 2006 18:36
by DoomRater
Fireballs shoiuld have +lowgravity on them and basically just keep them in the ball state until it dies- then run the flames and A_Explode pointers. At least, that's pretty much all I'd do.

Posted: Wed Dec 27, 2006 23:33
by lizardcommando
I'm using the flamethrower sound from TFC. Also, the graphics are done for it, including the item pickup, which is just a small fuel tank, and also I made it so that the Flamethrower and ChargeCannon now spawn randomly. I used the BFG pickup as the random spawnpoint. Same goes with the ammo for those two guns. The BigCellpack is the random spawnpoint for the Chargecannon and Flamethrower pickup. I've also started making sprites for a new character. He'll be one of the new helpers (and possibly a new player skin).

I've hit a snag in the DECORATE coding unfortunately. It says that the flamethrower is already defined. How do I fix this? Which numbers aren't already used for existing items?

Posted: Wed Dec 27, 2006 23:51
by wildweasel
"Flamethrower" is already used as the actor name for a Strife weapon. Name it something like ICDFlamethrower and it'll work again.

Posted: Thu Dec 28, 2006 0:17
by lizardcommando
Cool. It works now. Thanks!

All I gotta do now is re-adjust where the fire comes out and tinker with the weapon's stats and it'll be complete.

EDIT: Ok, the flamethrower is kinda finished. I just need to know how I can limit the range on the thing. How do I make it so that the flamethrower has limited range?

Here's what I have coded in for the flamethrower so far:

Code: Select all

actor EXTFlamethrower : Weapon 14679
{
  radius 20
  height 20
  inventory.pickupmessage "You got the Flamethrower!"
     	Obituary "%o is now a crispy critter thanks to %k's Flamethrower."
  AttackSound "weapons/flamethrower"
  weapon.selectionorder 500
  weapon.kickback 200
  weapon.ammotype "Fueltank"
  weapon.ammouse 2
  weapon.ammogive 100
   States
   {
   Spawn:
      FLMT A -1
      LOOP 
   Ready:
      FLMG A 1 A_WeaponReady
      Loop
   Deselect:
      FLMG A 1 A_Lower
      Loop
   Select:
      FLMG A 1 A_Raise
      Loop
   Fire:
      FLMF A 0 BRIGHT A_PlaySound("weapons/flamethrower")
      FLMF A 1 BRIGHT A_FireCustomMissile("Flameshot",0,-1,4,2)
      FLMF B 1 BRIGHT A_Light1
      FLMF A 1 BRIGHT A_Light0
      Goto Ready
  } 

}
actor Flameshot
{
  height 9
  radius 10
  damage 20
  speed 40
  ExplosionRadius 45
  ExplosionDamage 12
  renderstyle Add
  alpha 1
  PROJECTILE
  -ACTIVATEIMPACT
  +RANDOMIZE
  +FIREDAMAGE
  +lowgravity
  states
  {
  Spawn:
    FIR3 ABCD 2 BRIGHT
    loop
  Death:
    TNT1 A 0 //A buffer, dunno if this is needed or not
    FIR3 EFG 2 BRIGHT A_Explode
    FIR3 HI 2 BRIGHT A_Explode
    stop
  }
}

Posted: Thu Dec 28, 2006 4:47
by wildweasel
The way I limit my flamethrowers is by having the Spawn state go straight into the Death state (in other words, get rid of the "loop" keyword). If you do that, though, you might want to double up the Spawn state like so:

Code: Select all

FIR3 ABCDABCD 2 BRIGHT

Posted: Thu Dec 28, 2006 5:32
by TheDarkArchon
Or use A_Countdown with the ReactionTime property

Code: Select all

actor Flameshot
{
  height 9
  radius 10
  damage 20
  speed 40
  ExplosionRadius 45
  ExplosionDamage 12
  ReactionTime 8
  renderstyle Add
  alpha 1.0 //I'm not sure 1 = 1.0 in DECORATE. It isn't in ACS, so I'll be on the safe side
  PROJECTILE
  -ACTIVATEIMPACT
  +RANDOMIZE
  +FIREDAMAGE
  +lowgravity
  states
  {
  Spawn:
    FIR3 ABCD 2 BRIGHT A_Countdown //A_Countdown reduces ReactionTime by 1. Explodes if ReactionTime = 0
    loop
  Death:
    FIR3 EFGHI 2 BRIGHT A_Explode //The buffer wasn't needed
    stop
  }
} 

Posted: Thu Dec 28, 2006 22:36
by lizardcommando
Ok, I think it's time for another beta test. It'll be a public beta test this time, but I'm not going for a wide release. I just want the testing be done on this forum so don't spread it around or anything like that or take any resources.

Almost every gun I promised are on this public beta. The Assault Shotgun, 9mm pistol, and dual .45 pistols aren't in this mod yet. The Flamethrower and Infantry Rifle are in it. They are fully functional. Some of the guns have been tweaked and modified. I still haven't done anything new to the Handcannon. I'll do it after this round of beta testing is over.

If anyone has time, try and play some multiplayer games with it. Although I am more focused with having it work for Single Player and Coop games, I just want to see if it's any good for Deathmatch games.

Without further ado, here it is.

http://www.geocities.com/lizardcommando ... inator.zip

Please try to come back and tell me your thoughts about the mod and tell me some things I can do to improve on it.

Posted: Mon Jan 01, 2007 10:32
by lizardcommando
Unofficially, I have 3 more weapons to add in. They aren't really that necessary though, although I can try adding in the 9mm pistol and assault shotgun. The dual pistols I probably won't be adding in after all. That might change though since the only reason I don't want to is because I'm kinda lazy :p. If that's the case, I might just change the Colt .45's mag's capacity back to 8, lower the max amount of ammo with the backpack and increase the strength a bit more. That'll probably result to changing the strength for all of the weapons. Are the 9mm pistol, assault shotgun, and dual .45 pistols needed or should i ditch them and go on with the enemies?

By the way, did anyone try out the new beta yet? If so, please tell me your thoughts on it.

Posted: Wed Jan 03, 2007 23:08
by Visplane_Overflow
I played it, in single player, and with bots. The whole mod so far seems pretty solid - you've done an excellent job again, Lizardcommando. The only things I dislike, are the flamethrower's behavior, and the speed at which you can fire the infantry rifle, although I suppose that comes down to personal preference. The flame thrower's firing sound is a bit repetitive, and monotonous after a while, and it just really feels like Wolfendoom's flamer =p. Everything else, however, seems to be bug free, although, not too balanced. I really liked the shotgun's reloading - reminds me of TrueCombat (Q3).

Posted: Thu Jan 04, 2007 0:50
by lizardcommando
Hehe, I kinda like how the Infantry rifle shoots. It reminds me of the M1 Carbine in Day of Defeat, except just a bit faster and doesn't get bogged down by recoil. Ahh, that's the beauty of having a cartoony mod (or the Doom engine); you don't have to follow the rules of real-world physics. By the way, its magazine will last a bit longer if you don't have a itchy trigger finger. :)

The flamethrower was a bitch to code since I didn't know how to have it like the Turok 2 flamethrower so I decided to have it like the TFC flamethrower. That's actually where the flamethrower sound comes from. If more people leave negative comments about the current flamethrower, then I'll try getting someone to fix it.

Well, thanks for the comments. Anyone else?

Posted: Thu Jan 04, 2007 10:06
by lizardcommando
Well, I've finished the graphics for the assault shotgun, but all I need to do is get some sounds and then do the coding for it. Think of it as the Shotgun (Spas-12) from Halflife 2 except it can go full auto like the Auto-shotgun from Counterstrike. Or you can just think of it as the Spas-12 from ICD-Lizard. I dunno, that's the best description I can give.

I also made some tiny adjustments to the graphics for the handcannon. It won't act like the SSG anymore. It'll be more like the handcannon from ICD-Lizard when you can shoot one shell at a time for primary or both for secondary. I'll probably need help with that too.

After that, I'll go on with the 9MM pistol.

I still need some more comments about the current beta though.

Posted: Fri Jan 05, 2007 3:53
by lizardcommando
Time for a small update:

I just finished adding in the sounds for the Assault Shotgun and I finished coding it. It has a fucked up bug though. My computer crashes everytime the gun tries loading the "magazine" when there is no ammo left. I dunno how to really explain it well.

Basically, when i reach 0 in the ammocount for my shells, the game freezes up. What's going on here? And also the shotgun doesn't reload like the Combat shotgun. How can I have it so it acts like that? I liked it like that.

Code: Select all

ACTOR AssaultShotgun : Weapon 12340
{
   +AMMO_OPTIONAL
      Obituary "%o's was blasted by %k's Combat Shotgun."
        Inventory.Pickupmessage "You got the Assault Shotgun!"
   Weapon.AmmoType "SPASCLIP"
   Weapon.AmmoType2 "SHOTGUNSHELLS"
   Weapon.AmmoGive 0
   Weapon.AmmoGive2 6
   Weapon.AmmoUse 1
   Weapon.SelectionOrder 270
   States
   {
   Spawn:
      ASSH A -1
      LOOP
   Ready:
      ASHT A 1 A_WeaponReady
      ASHT A 0 A_JumpIfInventory("IsReloading",1,1)
      Loop
      ASHT A 1
      Goto Fire+11
   Deselect:
      ASHT A 1 A_Lower
      Loop
   Select:
      ASHT A 1 A_Raise
      Loop
   Fire:
      ASHT A 0 A_JumpIfNoAmmo(11)
      ASHT A 1 BRIGHT A_GunFlash
      ASHT A 0 A_PlaySound("weapons/spasshot")
      ASHT A 7 A_FireBullets(8,9.1,15,5,0,1)
      ASHT B 3
      ASHT C 4
      ASHT D 4
      ASHT C 4
      ASHT B 3
      ASHT A 6
      Goto Ready
      ASHT A 1 A_Playsound("weapons/click")
      Goto Ready
//Reload: Also Fire + 10
      ASHR A 0 A_JumpIfInventory("SPASCLIP",0,2)
      ASHR A 0 A_JumpIfInventory("SHOTGUNSHELLS",1,2)
      ASHR A 0
      Goto Ready
//Fire + 13
      ASHT A 3
      ASHT B 3
//Fire + 15
      ASHR A 3
      ASHR B 3
//Fire + 17
      ASHR B 0 A_GiveInventory("SPASCLIP",1)
      ASHR B 0 A_TakeInventory("SHOTGUNSHELLS",1)
      ASHR C 3 A_PlaySound("weapons/spasload")
      ASHR D 4
      ASHR B 3
      ASHR B 0 A_JumpIfInventory("IsReloading",1,1)
      Goto Fire+24
      ASHR A 0 A_JumpIfInventory("SHOTGUNSHELLS",1,1)
      Goto Fire+24
      ASHR A 0 A_JumpIfInventory("SPASCLIP",0,1)
      Goto Fire+16
//Fire + 25
      ASHT C 3 A_Playsound("weapons/spascock")
      ASHT D 3
      ASHT C 3
      ASHT B 3     
      ASHT A 0       
      Goto Ready
  AltFire:
      ASHT A 0 A_JumpIfInventory("SPASCLIP",1,2)
      Goto Fire + 10
      ASHT A 0 BRIGHT A_Light1
      ASHT A 3 BRIGHT A_GunFlash
      ASHT A 3 BRIGHT A_PlaySound("weapons/spasautoshot")
      ASHT A 0 BRIGHT A_TakeInventory("SPASCLIP",1)
      ASHT A 0 BRIGHT A_FireBullets(8,9.1,15,5,0,1)
      ASF2 A 4 A_Light0
      ASF2 B 3
      Goto Ready
   Flash:
      ASHF A 4 BRIGHT A_Light1
      ASHF B 3 BRIGHT A_Light2
      ASHF B 0 BRIGHT A_Light0     
      stop

  }

}

Posted: Mon Jan 08, 2007 22:45
by lizardcommando
Well, thanks to DoomRater, the coding for the AssaultShotgun works now :). Now hopefully, he can get the coding for the Handcannon to work too.

As for what I'm doing, I've been trying to make graphics for a melee attack for the Combat Shotgun. It's been a big farking pain in the ass, but I think I'll be able to do it.

I don't think I'll be adding in the dual .45 pistols after all. I might add in the 9mm pistol though. After the Handcannon, 9mm pistol, and Combat Shotgun are finished, I'll go for a wide release of this mod. After I get feedback from that, I'll fix whatever needs to be fixed and then release it again, this time through the /idgames archive.

After that's done, I'll try and get to work on the full version (the one with new enemies and maybe even buddies).

Posted: Tue Jan 09, 2007 5:50
by lizardcommando
Alright, everything seems to be working so far, the only problem (besides drawing and coding the 9mm pistol) is the melee attack for my Combat Shotgun is making the shooting sound for the shotgun. How do I have it so that when I hit someone using the melee attack for the combat shotgun, it will make the smacking noise rather than the shooting noise? I need an answer quickly, please. Here's the coding just in case:

Code: Select all

ACTOR CombatShotgun : Weapon replaces Shotgun
{
   +AMMO_OPTIONAL
   +NOAUTOFIRE
   +NOALERT
      Obituary "%o's was blasted by %k's Combat Shotgun."
        Inventory.Pickupmessage "You got the Combat Shotgun!"
   AttackSound "weapons/shotgun"
   Weapon.AmmoType "SHOTGUNCLIP"
   Weapon.AmmoType2 "SHOTGUNSHELLS"
   Weapon.AmmoGive 0
   Weapon.AmmoGive2 4
   Weapon.AmmoUse 1
   Weapon.SelectionOrder 280
   States
   {
   Spawn:
      SHOT A -1
      LOOP
   Ready:
      SHTG A 1 A_WeaponReady
      SHTG A 0 A_JumpIfInventory("IsReloading",1,1)
      Loop
      SHTG A 1
      Goto Fire+11
   Deselect:
      SHTG A 1 A_Lower
      Loop
   Select:
      SHTG A 1 A_Raise
      Loop
   Fire:
      SHTG A 0 A_JumpIfNoAmmo(10)
      SHTG A 0 A_AlertMonsters
      SHTG A 1 BRIGHT A_GunFlash
      SHTG A 7 A_FireBullets(6,7.1,12,5,0,1)
      SHTG B 4
      SHTG C 4
      SHTG D 5
      SHTG C 4
      SHTG B 4     
      SHTG A 9 A_Refire
      Goto Ready
      SHTG A 1 A_Playsound("weapons/click")
      Goto Ready
//Reload: Also Fire + 10
      SHTR A 0 A_JumpIfInventory("SHOTGUNCLIP",0,2)
      SHTR A 0 A_JumpIfInventory("SHOTGUNSHELLS",1,2)
      SHTR A 0
      Goto Ready
//Fire + 13
      SHTG A 3
      SHTG B 3
//Fire + 15
      SHTR A 3
      SHTR B 3 A_PlaySound("weapons/shotgunload")
//Fire + 17
      SHTR A 0 A_GiveInventory("SHOTGUNCLIP",1)
      SHTR A 0 A_TakeInventory("SHOTGUNSHELLS",1)   
      SHTR C 3
      SHTR D 4
      SHTG B 3
      SHTR A 0 A_JumpIfInventory("IsReloading",1,1)
      Goto Fire+26
      SHTR A 0 A_JumpIfInventory("SHOTGUNSHELLS",1,1)
      Goto Fire+26
      SHTR A 0 A_JumpIfInventory("SHOTGUNCLIP",0,1)
      Goto Fire+16
//Fire + 25
      SHTG C 3 A_Playsound("weapons/sgcock")
      SHTG D 3
      SHTG C 3
      SHTG B 3     
      SHTG A 0       
      Goto Ready
   AltFire:
      SHTM A 1 A_PlayWeaponSound("melee/shotgunswing")
      SHTM B 2
      SHTM C 2 A_CUSTOMPUNCH(6.5,0,1)
      SHTM D 2 A_CUSTOMPUNCH(6.5,0,1)
      NULL A 16
      SHTM E 3
      Goto Ready
   Flash:
      SHTF A 4 BRIGHT A_Light1
      SHTF B 3 BRIGHT A_Light2
      SHTF B 0 BRIGHT A_Light0     
      stop

  }

}
Another problem I have is that for some reason, I can press the 9 key to switch to the Assault Shotgun, even though I've got it set to only be pressed on the 3 key. What's going on with that?