Lizardcommando's mods journal

In this forum, you can start an ongoing development diary detailing the progress on your latest mods in progress.

Moderator: wildweasel

User avatar
Doomed Soul
Posts: 203
Joined: Sun Apr 30, 2006 16:54
Location: In front of my monitor working on Hell Opps.
Contact:

Post by Doomed Soul »

CODE!!!!! O_O Must read.....
User avatar
lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Doomed Soul wrote:CODE!!!!! O_O Must read.....
What's that mean? I already posted it. It's the last post on the 6th page.
User avatar
lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Here's a small update:

I went around asking for help with the reloading code and some people have answered the call. I want to thank everyone, especially Theshooter7, over at the ZDoom forums for rewriting the code and fixing things up. I finally have the .45 Pistol fixed, now all I need is the Magnum's coding to be fixed up and hopefully, I can get back to fixing up graphics and whatnot. I've already decided that the shotgun is going to be able to reload, but I don't know if I should do the same for the SMG's and Dual SMG's. Maybe I should release a private beta version first before I do so...
User avatar
lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Here's another quick update:

I got around to finishing the player sprites and here are some screenshots of the new sprites in action.

Image

I just spawned in some random friendly Marines.

I'll eventually replace the crouch frames. Once that's done and once I eventually get the magnum reload code from TheShooter7, I am going to have to get working on the Assault Rifle and also make the Weapon 7 replacement. After that, I will hopefully let a few of you guys test the alpha version.
Last edited by lizardcommando on Wed Jan 10, 2007 2:59, edited 1 time in total.
User avatar
Marty Kirra
Posts: 364
Joined: Sat Jul 09, 2005 4:25

Post by Marty Kirra »

That skin is looking awesome LC. Are you going to record new sounds for it?
User avatar
lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Yeah, I might do that later. I'll probably end up using the TFC voices though that were used in my other mods for Lizardcommando and the Exterminators.

Alright, aside from the basic player sprites being complete (that is, I only have the crouching sprites to work on), I'm having coding troubles once again. The reload code for the magnum isn't here yet and I'm beginning to have my doubts on whether or not I'll get them anytime soon... Now I tried to do my own work with reloading for the shotgun, but it's a big ass mess. Essentially, I want to so that I want to be able to interrupt the reloading sequence for the shotgun. I know I've seen some of the mods here do it and I know I've seen that 100GunsX mod do that with thier shotguns. So what am I doing wrong here?

Code: Select all

ACTOR CombatShotgun : Weapon replaces Shotgun
{
   +AMMO_OPTIONAL
   	Obituary "%o's was pumped full of buckshot courtesy of %k's Combat Shotgun."
        Inventory.Pickupmessage "You got the Combat Shotgun!"
   AttackSound "weapons/shotgun"
   Weapon.AmmoType "SHOTGUNCLIP"
   Weapon.AmmoType2 "SHELL"
   Weapon.AmmoGive 8
   Weapon.AmmoGive2 0
   Weapon.AmmoUse 1
   Weapon.SelectionOrder 2500
   States
   {
   Spawn:
      SHOT A -1
      LOOP
   Ready:
      SHTG A 1 A_WeaponReady
      SHTG A 0 A_JumpIfInventory("IsReloading",1,2)
      SHTG A 0          
      Loop
      SHTG A 1
      Goto Fire+9
   Deselect:
      SHTG A 1 A_Lower
      Loop
   Select:
      SHTG A 1 A_Raise
      Loop
   Fire: 
      SHTG A 0 A_JumpIfNoAmmo(9)
      SHTG A 0 BRIGHT A_GunFlash
      SHTG A 7 A_FireBullets(7,8,15,5,0,1)
      SHTG B 4
      SHTG C 4
      SHTG D 5
      SHTG C 4
      SHTG B 4      
      SHTG A 7
      Goto Ready
      SHTG A 1 A_Playsound("weapons/click")
  //Reload:
      SHTR A 0 A_JumpIfInventory("SHOTGUNCLIP",8,2) 
      SHTR A 0 A_JumpIfInventory("SHELLS",1,2) 
      Goto Ready
      SHTR A 0   
      SHTG A 3
      SHTG B 3
      SHTR A 4
      SHTR B 4 A_PlaySound("weapons/shotgunload")
      SHTR B 0 A_GiveInventory("SHOTGUNCLIP",1)
      SHTR B 0 A_TakeInventory("SHELL",1)
      SHTR B 0 A_JumpIfInventory("SHOTGUNCLIP",8,4)
      SHTR B 0 A_JumpIfInventory("SHELL",1,4)      
      SHTR C 4
      SHTR D 5
      SHTR A 3 
      Goto Fire+16 
      SHTG C 2 A_Playsound("weapons/sgcock")
      SHTG D 3 
      SHTG C 2
      SHTG B 2      
      SHTG A 0        
      Goto Ready 
      MAGR A 0
      Goto Fire+22
   Flash:
      SHTF A 4 BRIGHT A_Light1
      SHTF B 3 BRIGHT A_Light2
      SHTF B 0 BRIGHT A_Light0      
      stop

  } 

}
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

Stick an A_WeaponReady in there a few times. That'll allow ZDoom to check for the fire button and jump it straight to the Fire state if it's pressed.

Code: Select all

//Reload:
      SHTR A 0 A_JumpIfInventory("SHOTGUNCLIP",8,2)
      SHTR A 0 A_JumpIfInventory("SHELLS",1,2)
      Goto Ready
      SHTR A 0   
      SHTG A 3
      SHTG B 3
      SHTR A 4
      SHTR B 4 A_PlaySound("weapons/shotgunload")
      SHTR B 0 A_GiveInventory("SHOTGUNCLIP",1)
      SHTR B 0 A_TakeInventory("SHELL",1)
      SHTR B 0 A_JumpIfInventory("SHOTGUNCLIP",8,4)
      SHTR B 0 A_JumpIfInventory("SHELL",1,4)     
      SHTR C 4 A_WeaponReady
      SHTR D 5 A_WeaponReady
      SHTR A 3 A_WeaponReady
      Goto Fire+16
      SHTG C 2 A_Playsound("weapons/sgcock")
      SHTG D 3
      SHTG C 2
      SHTG B 2     
      SHTG A 0       
      Goto Ready
      MAGR A 0
      Goto Fire+22 
User avatar
lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Well, it's still a big fricken mess. The reloading for the shotgun doesn't really work at all. In fact, I can't even get it to reload at all. It's really fucked up. If I have full ammo, I can hit the reload button, but it won't actually reload the gun. It's just one big ass mess of coding...

Oh well, let's try fixing the magnum instead. I know there's one small error somewhere that's preventing it to work properly. I've already waited for theshooter7 to get back to me with the coding, but i haven't really heard from him since Saturday. That's why I'm trying to work on this stuff.

Anyways, here's the Magnum coding.

Code: Select all

ACTOR Magnum : Weapon 14500
{
   +NOAUTOFIRE
   +AMMO_OPTIONAL
   	Obituary "%o's head was blown clean off by %k's .357 Magnum."
        Inventory.Pickupmessage "You got the .357 Magnum!"
   AttackSound "weapons/357"
   Weapon.AmmoType "MAGNUMCLIP"
   Weapon.AmmoType2 "MAGNUMAMMO"
   Weapon.AmmoGive 6
   Weapon.AmmoGive2 6
   Weapon.AmmoUse 1
   Weapon.SelectionOrder 5000
   States
   {
   Spawn:
      MAGN A -1
      LOOP
   Ready:
      MAGG A 1 A_WeaponReady
      MAGG A 0 A_JumpIfInventory("IsReloading",1,2)
      MAGG A 0          
      Loop
      MAGG A 1
      Goto Fire+9
   Deselect:
      MAGG A 1 A_Lower
      Loop
   Select:
      MAGG A 1 A_Raise
      Loop
   Fire: 
      MAGG A 0 A_JumpIfNoAmmo(7)
      MAGG A 1 BRIGHT A_GunFlash
      MAGG A 3 A_FireBullets(2,1,-1,25,0,1,0)
      MAGG B 5
      MAGG C 3
      MAGG D 2
      MAGG A 0
      Goto Ready
      MAGG A 1 A_Playsound("weapons/click")
  //Reload:
      MAGR A 0 A_JumpIfInventory("MAGNUMCLIP",6,2) 
      MAGR A 0 A_JumpIfInventory("MAGNUMAMMO",1,2)
      MAGR A 0
      Goto Ready
      MAGR A 0   
      MAGR A 3
      MAGR B 3
      MAGR C 5 A_PlaySound("weapons/magnumopen")
      MAGR D 1 A_PlaySound("weapons/magnumload1")
      MAGR E 1
      MAGR F 1
      MAGR G 6
      MAGR H 3
      MAGR I 3 A_PlaySound("weapons/magnumload2")
      MAGR I 0 A_GiveInventory("MAGNUMCLIP",1)
      MAGR I 0 A_TakeInventory("MAGNUMAMMO",1)
      MAGR I 0 A_JumpIfInventory("MAGNUMCLIP",6,2)
      MAGR I 0 A_JumpIfInventory("MAGNUMAMMO",1,2)     
      MAGR J 3
      MAGR K 3
      MAGR L 3
      MAGR M 4 A_PlaySound("weapons/magnumclose")
      MAGR N 4
      MAGR O 4
      Goto Ready 
      MAGR A 0
      Goto Fire+22
   Flash:
      MAGF A 2 BRIGHT A_Light1 
      MAGF A 0 BRIGHT A_Light0 
      stop

  } 

}
User avatar
Marty Kirra
Posts: 364
Joined: Sat Jul 09, 2005 4:25

Post by Marty Kirra »

To be honest, I can't see anything wrong with it. But that's at a glance. It'd be best if you release an internal beta for people like WW and TDA to test, since it's easier to fix the problem that way.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Or, do like what weasel is doing with WW-diaz, and let a broader audience to help you.
User avatar
lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Alright. I think it is the right time. I'm about 50% done with the guns. All I need to do is add the 9MM pistol, the Weapon 7 replacements, the assault rifle, and maybe a Molotov cocktail...

Attention DECORATE experts: If you can help me with the coding, please respond to the thread and I will email you the wad.
User avatar
BlazingPhoenix
Posts: 488
Joined: Sun Aug 28, 2005 5:11
Contact:

Post by BlazingPhoenix »

Wow! o_o, those skins look amazing.
User avatar
lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Hmm, I'm not so sure that theshooter7 is going to be available to do any of the coding for now, so I guess I'll have to get going with development without him. So if anyone else is willing to help me with the coding, please respond.

Anyways, I know I said it wouldn't return, but I lied!

The molotov cocktails are making a return! The graphics are done and the basic coding is finished. All I have to do is get some new explosion graphics and fire graphics and hopefully code in the fire deaths for some of the enemies.
User avatar
lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

I'm slowly working with the molotov cocktail coding. The only thing I need to do is add the burndeath states for the enemies. Ok, so if I wanted to give the burndeath states to the Zombieman, Shotgunguy, Chaingunguy, Imp, and the WolfensteinSS, how exactly would I do that? Do I have to copy all of the information of their spawn id or something from the ZDoom wiki and paste into a new DECORATE file thingy?

Another question I have is how do I make it so that when the molotov cocktail explodes, it'll spawn some flames afterward? Also, how do I set how long the fire stays until it disappears?
User avatar
lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Ok, so I'm working on the Molotov Cocktail and I'm still having trouble with it. I copied some of the coding from the Molotov Cocktail used in the WRW, but it still won't spawn any fire. What the hell am I doing wrong here?

Code: Select all

ACTOR MolotovCocktails : Weapon 14888
  {
     Inventory.PickupMessage "Molotov Cocktails! Burn 'em all!"
        Obituary "%o burned to death from %k's molotov cocktail."
     Weapon.SelectionOrder 4600
     Weapon.AmmoGive 3
     Weapon.AmmoUse 1
     Weapon.AmmoType "MOLOTOVS"
     Inventory.PickupSound "weapons/molotovpickup"
     +NOALERT
     States
     {
     Spawn:
        MOLO A -1
        LOOP
     Ready:
        MOLI A 1 A_WeaponReady
        LOOP
     Deselect:
        MOLI A 1 A_Lower
        LOOP
     Select:
        MOLI A 1 A_Raise
        LOOP
     Fire:
        MOLI A 0 A_JumpIfNoAmmo(1)
        MOLI A 5 A_PlayWeaponSound ("weapons/lighterclose")
        MOLI A 6
        MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
        MOLI A 3
        MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
        MOLI A 3 BRIGHT
        MOLI B 2 BRIGHT
        MOLI C 2 BRIGHT
        MOLF A 2 BRIGHT
        MOLF B 2 BRIGHT
        MOLF C 2 BRIGHT
        MOLF D 2 BRIGHT A_PlayWeaponSound("weapons/firestart")
        MOLF E 2 BRIGHT A_Light1
        MOLF F 2 BRIGHT
        MOLF G 2 BRIGHT
        MOLF H 2 BRIGHT
        MOLF I 2 BRIGHT
        MOLF J 2 BRIGHT
        MOLF K 2 BRIGHT
        MOLF L 2 BRIGHT
        GREN G 0 A_Light0
        GREN G 1 A_PlayWeaponSound("weapons/grenthrow")
        GREN H 1 A_FireCustomMissile("Cocktail",-1,1,3,2)
        GREN I 2
        MOLI A 4
        Goto Ready
      AltFire:
        MOLI A 0 A_JumpIfNoAmmo(1)
        MOLI A 5 A_PlayWeaponSound ("weapons/lighterclose")
        MOLI A 6
        MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
        MOLI A 3
        MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
        MOLI A 3 BRIGHT A_Light2
        LITR A 3 BRIGHT
        LITR ABCD 2 BRIGHT
        LITR BCD 2 BRIGHT
        LITR BCD 2 BRIGHT
        LITR BCD 2 BRIGHT
        LITR E 2 BRIGHT
        LITR F 2 BRIGHT
        LITR G 2 A_Light0
        LITR G 2 BRIGHT A_PlayWeaponSound ("weapons/lighterclose")
        LITR H 2
        Goto Ready
  }

}

ACTOR Cocktail
{
  Obituary "%o burned to death from %k's molotov cocktail."
  height 8
  radius 6
  damage 8
  speed 25
  ExplosionRadius 80
  ExplosionDamage 50
  deathsound "weapons/molotovexplode"
  PROJECTILE
  +GRENADETRAIL
  +FIREDAMAGE
  +RANDOMIZE
  -NOGRAVITY
  states
  {
  Spawn:
    MCCK A 0 BRIGHT ThrustThingZ(0,5,0,1)
    MCCK ABCDE 2 BRIGHT
    loop
  Death:
    EXPL ABC 1 BRIGHT A_EXPLODE
    EXPL C 0 BRIGHT A_FireCustomMissile("MolotovFire",30,30,0)
    EXPL D 0 BRIGHT A_FireCustomMissile("MolotovFire",0,0,0)
    EXPL C 0 BRIGHT A_FireCustomMissile("MolotovFire",30,-30,0)
    EXPL DEF 1 BRIGHT A_EXPLODE
    EXPL GHI 1 BRIGHT A_EXPLODE
    EXPL J 0 A_Jump(191,1)       
    EXPL JKL 1 BRIGHT
    EXPL MNOP 1 BRIGHT
    EXPL QRSTUVW 1
    stop
  }
}

ACTOR MolotovFire
{
  Obituary "%o got too close to %k's flames."
  height 8
  radius 8
  damage 10
  speed 0
  seesound "weapons/fire"
  ExplosionDamage 5
  ExplosionRadius 64
  PROJECTILE
  +FIREDAMAGE
  +RANDOMIZE
  -NOGRAVITY
  SCALE 5
  states
  {
  Spawn:
    FIR2 A 0 BRIGHT
    FIR2 A 0 A_Explode
    FIR2 A 0 A_Jump(191,1)
    FIR2 ABC 2 BRIGHT
    FIR2 C 0 A_CustomMissile("MolotovFire", 0, 30, 0)
    FIR2 C 0 A_CustomMissile("MolotovFire", 0, 0, 0)
    FIR2 C 0 A_CustomMissile("MolotovFire", 0, -30, 0)
    FIR2 DEF 2 BRIGHT
    FIR2 F 0 A_CustomMissile("MolotovFire", 0, 30, 0)
    FIR2 F 0 A_CustomMissile("MolotovFire", 0, 0, 0)
    FIR2 F 0 A_CustomMissile("MolotovFire", 0, -30, 0)
    FIR2 GHI 2 BRIGHT
    FIR2 I 0 A_CustomMissile("MolotovFire", 0, 30, 0)
    FIR2 I 0 A_CustomMissile("MolotovFire", 0, 0, 0)
    FIR2 I 0 A_CustomMissile("MolotovFire", 0, -30, 0)
    FIR2 JKL 2 BRIGHT
    FIR2 L 0 A_CustomMissile("MolotovFire", 0, 30, 0)
    FIR2 L 0 A_CustomMissile("MolotovFire", 0, 0, 0)
    FIR2 L 0 A_CustomMissile("MolotovFire", 0, -30, 0)
    FIRD ABCDEF 2 BRIGHT
    FIRD GHIJKL 2 BRIGHT   
    FIRD MNO 2 BRIGHT
    stop
  }
} 
Locked

Return to “Development Journals”