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Posted: Thu Aug 03, 2006 14:55
by Marty Kirra
Marty Kirra wrote:Here's mine. It is the Personal Defense Shotgun, previously for my mod "Doom through Time".
http://www.mooload.com/new/file.php?fil ... MK-PDS.rar
@WW: The Skorpion is preety cool! The delay thing is unique, and it's a classic doom-style weapon. Overall, I'd say 5 stars.
Oh yeah, I would like you WW to be credited for the weapon too since the low ammo beeps were mainly added by you.
And when you say, CW graphics, does that mean just plain rips or does that count for edits too?
Posted: Thu Aug 03, 2006 15:19
by Paul
Edits are fine I believe.
Posted: Thu Aug 03, 2006 15:43
by DoomRater
Code: Select all
MARF A 0 A_JumpIfInventory("Assaultreload",30,1)
(buzzer) Count downward the number of letters in front of each sprite name. The number you get for the frame you want it to jump to is what you should replace 1 with. (in this case, it is 4) Then your reloading will work.
Oh, and you'll need to add code to the Hold state as well to make sure reloading works. While in the Hold state, it's not checking at all for the reloading.
Now, until I know what you want to do with the weapon, I can't be more specific than that. However, I built a fixed version a while ago that also had manual reloading on altfire- and I must say, I fell in love with this Duke Nuken style reloading the moment I tried it out. Adding a manual reload was a snap, too.
If anyone's concerned, here's the fixed version I built:
http://www.mooload.com/new/file.php?fil ... Rrifle.zip
Posted: Thu Aug 03, 2006 15:44
by DoomRater
Paul wrote:Edits are fine I believe.
Edits would have to be fine, otherwise my shotgun would have been rejected.
Posted: Thu Aug 03, 2006 15:48
by MartinHowe
Paul wrote:Edits are fine I believe.
There's also CW's earlier works done with DeHackEd -- the DT-* series, made back in the days when he was calling himself Don Tello. Unlike IC, the text files of most of those permit ripping, though he suggests editing them anyway in some cases.
Since IC has caused a lot of fuss over the years, it would be nice if CW would release a full-on DECORATE version of his stuff, since he doesn't want it copied. I accept that's never going to happen in practice because he seems to have given up DOOM; nevertheless, no weapons mod could be good enough to get me to fire up EDGE again

Posted: Thu Aug 03, 2006 15:55
by Alter
Doomrater you uploaded old version anyway i fixed it!
http://www.mooload.com/new/file.php?fil ... Rrifle.rar
At single shot spread is 3.3 but at full-auto spread is 6
Thanks for the help buddies

Posted: Thu Aug 03, 2006 16:43
by wildweasel
I decided to repair the weapon myself, because it seems parts of it still don't work. For example, the version you uploaded still does not have functional accuracy. Thankfully, it was an easy fix for me, hence why I decided to do it myself.
I'm putting it on Power Level 3.
Posted: Thu Aug 03, 2006 18:29
by Alter
Sorry wildweasel for the broken AR i'm just newbie at DECORATE!
I'm thinking about doing revolver with melee attack

i'll try
Posted: Thu Aug 03, 2006 18:47
by wildweasel
Just remember the guidelines. Originality is key.
Posted: Thu Aug 03, 2006 20:31
by Alter
Code: Select all
actor Revolver : Weapon 20001
{
attacksound "weapons/revolver"
weapon.selectionorder 1900
weapon.kickback 100
weapon.ammotype "Clip"
weapon.ammouse 1
weapon.ammogive 6
states
{
Ready:
MAGG A 0 A_JumpIfInventory("Revolverreload",6,4)
MAGG A 1 A_WeaponReady
loop
Deselect:
MAGG A 1 A_Lower
loop
Select:
MAGG A 1 A_Raise
loop
Fire:
MAGG A 0 A_GiveInventory("Revolverreload",1)
MAGF A 4 A_FireBullets(8.8, 0, 1, 5, "BulletPuff")
MAGG A 4
goto Ready
MAGG B 2
MAGG C 2
MAGG D 2
MAGG E 2
MAGG F 2
MAGG G 2
MAGG H 2
MAGG I 2
MAGG J 2
MAGG K 2
MAGG L 2
MAGG M 2
goto Ready
}
}
actor Revolverreload : Inventory
{
Inventory.amount 1
Inventory.maxamount 6
states
{
spawn:
CLIP A -1
loop
}
}
Why instead of going into reload just checking goes into firing state! there's something wrong?
Posted: Thu Aug 03, 2006 22:32
by wildweasel
JumpIfInventory goes by individual frames, not states. In this case, you'd want to jump 7 frames, not 4.
Posted: Fri Aug 04, 2006 7:55
by Alter
I didn't know that

thanks!
EDIT:I'm cancelling my revolver weapon because TDA submitted here better revolver...
Posted: Fri Aug 04, 2006 16:19
by DoomRater
wildweasel wrote:I decided to repair the weapon myself, because it seems parts of it still don't work. For example, the version you uploaded still does not have functional accuracy. Thankfully, it was an easy fix for me, hence why I decided to do it myself.
What changes did you make? Maybe post the DECORATE so he can see what was wrong?
Posted: Fri Aug 04, 2006 17:32
by wildweasel
Code: Select all
actor Assaultrifle : Weapon 20001
{
obituary "%o was mowed down by %k's assault rifle."
radius 20
height 16
attacksound "weapons/arfire"
inventory.pickupmessage "You got the assault rifle!" //changed pickup
weapon.selectionorder 700
weapon.kickback 100
weapon.ammotype "Clip"
weapon.ammouse 1
weapon.ammogive 30
states
{
Spawn:
ARPA A -1
stop
Ready:
MARG A 1 A_WeaponReady
loop
Deselect:
MARG A 1 A_Lower
loop
Select:
MARG A 1 A_Raise
loop
Fire:
MARF A 2 A_FireBullets (3.3, 0, 1, 6, "BulletPuff")
MARF B 2 A_Light0
MARF A 0 A_GiveInventory("Assaultreload",1)
MARF A 0 A_JumpIfInventory("Assaultreload",30,3)
MARF A 0 A_Refire //added a_refire pointer so accuracy works
Goto Ready
Hold:
MARF A 2 A_FireBullets (6, 0, 1, 6, "BulletPuff")
MARF B 2 A_Light0
MARF A 0 A_GiveInventory("Assaultreload",1)
MARF A 0 A_JumpIfInventory("Assaultreload",30,2)
MARF A 0 A_Refire //added another refire
goto Ready //this was missing before, so the weapon would immediately jump to reload
MARR A 0 A_Playsound("weapons/arreload")
MARR A 4
MARR B 4
MARR C 4
MARR D 4
MARR E 4
MARR F 4
MARR G 4
MARR H 4 A_TakeInventory("Assaultreload",30)
goto ready
}
}
actor Assaultreload : Inventory
{
Inventory.amount 1
Inventory.maxamount 30
states
{
spawn:
CLIP A -1
loop
}
}
Posted: Fri Aug 04, 2006 18:56
by TheDarkArchon
That won't work either: Set the bullet count to -1.