Stupid glitchy shotguns.....grr....I'll try to fix it...somehow...I hope....
Posted: Wed Aug 23, 2006 9:51
by Alter
Here's the G3 assault rifle (not that from wrw)
set on slot 0 there was a bug that reloading was after shooting 29 bullets instead of 30 but i finded way around it without using hacks
Posted: Wed Aug 23, 2006 17:21
by wildweasel
The G3 is a decent weapon, but there's a couple things I have issues with:
First, there is no real reload animation. The weapon just clicks and it's loaded again. And honestly, I don't see the point of a reload system like this one.
Second, the muzzle flash has some odd green bits around it.
I'm probably going to stick it in anyway, though...
Posted: Wed Aug 23, 2006 18:28
by DoomRater
If the animation was longer, and had a manual reload, it would be pretty cool. I dunno, I kinda like Duke Nukem style reloading as long as it can be triggered manually.
Posted: Wed Aug 23, 2006 19:05
by Alter
No possible way of making real reload in G3!
-No arms in a weapon (not my fault)
-No reloading frames delivered with sprites
Posted: Wed Aug 23, 2006 22:03
by DoomRater
Reloading sprites can be sorta hacked together. Any frame where the weapon points away from the target is nice for performing some sort of reloading action. As for arms? There are arm resources around- it's not that hard to plop a leading arm on the weapon. If there are no other frames available, just adding an arm can be enough to give the sense of reloading!
Manual reloading was a cinch, though. Here's what the fire state looked like before and after.
Fire:
G3FE A 0 A_GiveInventory("g3reload",1)
G3FE B 0 A_Jumpifinventory("g3reload",31,3)
G3FE A 2 A_Firebullets(5.5,4.4,1,7,"pufftype")
G3FE B 2
G3FE A 0 A_Refire
goto Ready
G3IE A 15 A_Playweaponsound("weapons/g3reload")
G3FE A 0 A_Takeinventory("g3reload",31)
goto Ready
Hold:
G3FE A 0 A_GiveInventory("g3reload",1)
G3FE B 0 A_Jumpifinventory("g3reload",31,3)
G3FE A 2 A_Firebullets(6.6,5.5,1,7,"pufftype")
G3FE B 2
goto ready
G3IE A 15 A_Playweaponsound("weapons/g3reload")
G3FE A 0 A_Takeinventory("g3reload",31)
goto Ready
Fire:
G3FE A 0 A_GiveInventory("g3reload",1)
G3FE B 0 A_Jumpifinventory("g3reload",31,3)
G3FE A 2 A_Firebullets(5.5,4.4,1,7,"pufftype")
G3FE B 2
G3FE A 0 A_Refire
goto Ready
G3IE A 15 A_Playweaponsound("weapons/g3reload")
G3FE A 0 A_Takeinventory("g3reload",31)
goto Ready
Hold:
G3FE A 0 A_GiveInventory("g3reload",1)
G3FE B 0 A_Jumpifinventory("g3reload",31,3)
G3FE A 2 A_Firebullets(6.6,5.5,1,7,"pufftype")
G3FE B 2
goto ready
AltFire:
G3IE A 0 A_JumpIfInventory("g3reload",1,1)
Goto Ready
G3IE A 15 A_Playweaponsound("weapons/g3reload")
G3FE A 0 A_Takeinventory("g3reload",31)
goto Ready
@doomrater:Thanks for adding more sense to the code!
@TDA:Thanks but i don't know how to ideally paste the doomguy hands onto gun!
Posted: Thu Aug 24, 2006 17:42
by DoomRater
XWE is the resource of choice for extracting the graphics. From there, you can paste the arms on and place the resource back in there. You might have to readjust the offset, but XWE makes that easy too.
This will require time, though. It's worth learning if you want to make weapons.
NOTE TO PEOPLE ASIDE FROM TEH WEASEL MAN - This is designed for the final Armory WAD, as such, it depends on the fact the reloading stuff is in the armory WAD and the weapon cannot reload without it. To "fix" this, add this to the DECORATE
ACTOR IsReloading : Inventory
{
Inventory.MaxAmount 1
}
And give it via the console every time you run out.
Posted: Fri Aug 25, 2006 5:46
by DoomRater
Why don't we have the code sitting aside in a lump people can download and include? That way one simply inserts the DECORATE code into a WAD that needs it.
Posted: Fri Aug 25, 2006 6:59
by wildweasel
Work has begun at last on the ARW compilation. Here's the way it's laid out.
ARW.WAD - the actual resource wad ARW-GZ.WAD - any weapons that require GZDoom ARWDEMO.WAD - The demo map (does anybody know who made the wrwdemo map? I've based the new demo map off that one)
Posted: Fri Aug 25, 2006 21:53
by Lord Mattus
@ww: I think domrem has made the wrwdemo map.
Posted: Sat Aug 26, 2006 23:30
by DomRem
wildweasel wrote:ARWDEMO.WAD - The demo map (does anybody know who made the wrwdemo map? I've based the new demo map off that one)
The monster spawning room and the scripts before v2.1 for it were simply lifted from the Human Resource WAD's demo map, which was created by Killingblair (I received permission from him). The Power Level rooms were created by me and simply based off of Blair's design. Finally, the scripts for the level (2.1) were written by Sir_Alien, which I strongly recommend using over the ugly scripts found in previous versions.
Posted: Sat Aug 26, 2006 23:52
by wildweasel
I've gotten rid of pretty much all of the scripts anyway. I don't need them.