Lizardcommando's mods journal
Moderator: wildweasel
- Doomed Soul
- Posts: 203
- Joined: Sun Apr 30, 2006 16:54
- Location: In front of my monitor working on Hell Opps.
- Contact:
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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...
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...
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
Here's another quick update:
I got around to finishing the player sprites and here are some screenshots of the new sprites in action.

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

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.
- Marty Kirra
- Posts: 364
- Joined: Sat Jul 09, 2005 4:25
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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?
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
}
}
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
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
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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.
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
}
}
- Marty Kirra
- Posts: 364
- Joined: Sat Jul 09, 2005 4:25
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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.
Attention DECORATE experts: If you can help me with the coding, please respond to the thread and I will email you the wad.
- BlazingPhoenix
- Posts: 488
- Joined: Sun Aug 28, 2005 5:11
- Contact:
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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.
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.
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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?
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?
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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
}
}