Page 12 of 30

Posted: Sun Aug 13, 2006 3:49
by Bouncy
New Weapon!

Prototype Rifle.

Power Level 5.
8 fire modes!


if it's overpowered i'll fix it. If it's underpowered or doesn't use enough ammo i'll fix it. If there's any problems, hell, i'll fix it. :)

edit; ok, one of the fire modes is massively overpowered. fixing. x_x

http://rapidshare.de/files/29197828/pro ... e.zip.html

edit 2: fixed. blargh.

Posted: Sun Aug 13, 2006 4:06
by DoomRater
Man, I can't wait to get back into this a little more and build a power level 5. As it is, I'm still fixing up the flamethrower to make sure it can't kill Cybies too easily. moreso, trying to rebalance the Heavy Rifle (though somehow I think it's way overpowered as is, even for a level 5. it's supposed to be level 4, possibly 3) and give it some spice with som better firing frames, etc.

Posted: Sun Aug 13, 2006 4:17
by Bouncy
DoomRater wrote: moreso, trying to rebalance the Heavy Rifle (though somehow I think it's way overpowered as is, even for a level 5. it's supposed to be level 4, possibly 3) and give it some spice with som better firing frames, etc.
is that directed at my prototype rifle? x_x

Posted: Sun Aug 13, 2006 4:23
by Chronoteeth
Mooload please :(

Posted: Sun Aug 13, 2006 4:24
by Bouncy

Posted: Sun Aug 13, 2006 4:24
by DoomRater
No, I'm referring to my submission of Mouse's Heavy Rifle from her mod Bittersweet. I changed it to be a railgun, but that seems to have been a mistake now. I'm still working on it.

Anyway, comments directed at your gun would be like, I like how the weapon essentially tries to handle every situation out there. What I don't like is how I can't cycle backwards through the list, or even select a weapon setting via some other command. It could be done through the inventory hack that was demonstrated with reloading, or a simpler set with only two inventory items per list (basically, you would remove the cancel from the list and make the weapon take the item away instead)

Posted: Sun Aug 13, 2006 4:26
by Bouncy
DoomRater wrote:
Anyway, comments directed at your gun would be like, I like how the weapon essentially tries to handle every situation out there. What I don't like is how I can't cycle backwards through the list, or even select a weapon setting via some other command. It could be done through the inventory hack that was demonstrated with reloading, or a simpler set with only two inventory items per list (basically, you would remove the cancel from the list and make the weapon take the item away instead)
*sigh*..
unfortunately, :(..I did the only thing I can. ><.
I can't even do normal reloading yet, so something like that would have to come later and what I did for this will have to suffice. I'm still barely getting my grips on A_JumpifInventory. x_x

Posted: Sun Aug 13, 2006 4:27
by DoomRater
Okay, then mind if I write in a go backwards system? It'd really make the weapon a bit more versatile.

Posted: Sun Aug 13, 2006 4:28
by Bouncy
DoomRater wrote:Okay, then mind if I write in a go backwards system? It'd really make the weapon a bit more versatile.
Sure, do whatever you wish, I don't mind. My Decorate is open-source. Want to modify it, fine by me, just as long as I get credit :)

Posted: Sun Aug 13, 2006 4:32
by DoomRater
On a seperate note: Weasel, can we assume that things like CheapAlert and IsReloading are already included? If so, let's write up a seperate DECORATE resource for everyone to include into their projects so that it's the same in everyone's submission. That should make integration a bit easier as well.

Posted: Sun Aug 13, 2006 4:36
by DoomRater
Yo Bounce. Replace your AltFire code with this.

Code: Select all

  AltFire:
    BFGN A 0 A_Playsound("weapons/prototyperifleswitch")
    BFGN A 0 A_GiveInventory("firemodechecker2",1)
    BFGN A 0 A_JumpIfInventory("firemodechecker2",0,2)
    BFGN R 10 
    goto Ready
    BFGN R 10 A_TakeInventory("firemodechecker2",20)
    goto Ready
Also, make sure you change the MaxAmount of firemodechecker2 to 8 as well, or it'll skip the last mode.

Posted: Sun Aug 13, 2006 4:40
by Bouncy
Yay, more clean coding. Thanks :)

Posted: Sun Aug 13, 2006 4:51
by wildweasel
DoomRater wrote:On a seperate note: Weasel, can we assume that things like CheapAlert and IsReloading are already included? If so, let's write up a seperate DECORATE resource for everyone to include into their projects so that it's the same in everyone's submission. That should make integration a bit easier as well.
I'll add this to the first post.

Posted: Sun Aug 13, 2006 4:57
by Bouncy
need a review of my prototype rifle. :P

slot 7, btw. {accident, didn't realize it should've been put in slots 8 9 or 0 ><}

Posted: Sun Aug 13, 2006 5:05
by wildweasel
MaxPower8905 wrote:Alright, the death bug is fixed now.

http://www.mooload.com/new/file.php?fil ... mp_bat.zip
Please reupload to a different server - I can't get this download to work. At all.