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DuduCrazy's Guns SE (Special Edition)

Posted: Wed Jan 04, 2006 16:15
by DuduKrazy
This is a sequel to the original DuduCrazy's guns. after reading WildWeasel's review, i had the idea to make this sequel as an attempt to not only learn with the errors i did, like ripping too much overused weapons, as also make a better mod, taking advantage of the Decorate system. The weapons here will have something in common. if not all, most of the weapons will have Doom hands.
As for the theme, it will be a mix of Near futuristic weapons and overpowered weapons. so, it's a mod for those maps/mods like HR, Deus Vult, etc.

These are the weapons that actually are in this mod:

- Fists/Kick (Fists is from Gunspc and the Kick is from ww-cash)

- Klx 9-series pistol (Pistol from System Shock 2.)

- Shotgun (Marty Kirra's Doom hunt shotgun or ww-sam shotgun. i'm trying to think of a better name for this weapon)

- Combat Shotgun (Quake 2's Super shotgun)

- TAR (Chronoteeth's Tactical assault rifle as seen on the old WWDA forums)

- Minigun (My sprite edit. combination of the Duke3d's chaingun and BOMB's Chaingun. Note: i'm trying to find another weapon to replace it, since miniguns are too much overused.)

- SSA-1031 Rocket Launcher (From ww-sam.)

- RX-9032 Plasma Gun (From Dtcog40 i guess)

- ZZY-7704 Lightning Gun (Heat Ray from the Tribes: Vengeance website.)

Weapons i plan to add:

- Sniper Rifle (From Half Life Opposing Force)

- Marty Kirra's Pocket Pistol

There will also be some hidden weapons. Obviously you gonna have to cheat if you want to see these weapons.

Posted: Sat Jan 07, 2006 14:29
by DuduKrazy
Today's Update:

- Added Bullet casings and smoke on the pistol, shotgun and assault rifle

- Removed the TAR

- Added the Sniper Rifle (Scuba steve's psg-1)

- Added an alternate fire for the plasma gun (acts just like the Spreadfire Cannon from Descent)

- Removed the Minigun. and added the Assault rifle (From the old wwda forums)

- Removed the GunsPc fists

- Added the Gloved fists. (behaves just like the fists from ww-cash.) i've recoloured the gloves to black and added a sleeve (modified from Cold as hell)

- Modified the kick (recoloured the pants to blue)

come on, where's the comments? it's been two days since i created this topic and nobody replied to it. i want to know what do you guys think of my mod in progress.

Posted: Sat Jan 07, 2006 14:43
by wildweasel
I wish you luck on your mod. I'm sure you can improve on the original version in many ways. Just remember to take the advice I gave in the review.

And regarding the gloved fists: While I've already mostly done a port of the ww-cash fists for my latest mod, I'd like to see what you've done to them (the sleeves would add some nice variety).

Posted: Sat Jan 07, 2006 18:23
by DuduKrazy
Here's some screenshots!

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[spoiler]This is what i've done to the fists![/spoiler]

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[spoiler]Smoke and bullet casings in action! i know you probably don't like my Assault Rifle just because of the fact that i ripped from a world model[/spoiler]

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[spoiler]The Jackhammer in action. also with smoke and bullet casings! it's the same one from ww-xm but i've made a new animation for the weapon.[/spoiler]

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[spoiler]This one is from another mod i done! hehe. have you ever imagined how funny would be to kill monsters just giving a slap in their faces?[/spoiler]

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[spoiler]Marty Kirra's Doom hunt shotgun. you'll probably use this weapon most of the time because of it's power![/spoiler]

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[spoiler]Plasma Gun's primary fire.[/spoiler]

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[spoiler]Plasma Gun's Alternate fire. Remember the Descent's Spreadfire cannon? i've made an attempt to recreate it. but i'm having a problem. when i use the alternate fire, the ammo is unlimited even with the infinite ammo option turned off.[/spoiler][/i]

Posted: Sat Jan 07, 2006 18:36
by wildweasel
That's really awesome-looking. I might modify CaH's sleeves myself sometime, and see if I can get a neat "leather jacket" feel.

Posted: Sat Jan 07, 2006 18:43
by DuduKrazy
that's exactly what i thought: to give the impression that you're actually using a jacket.

Posted: Sat Jan 07, 2006 19:00
by wildweasel
when i use the alternate fire, the ammo is unlimited even with the infinite ammo option turned off.
You have to specify Weapon.AmmoType2 and Weapon.AmmoUse2 for the alternate fire to use any ammo. This has the side-effect of having the same ammo shown twice on the fullscreen HUD, but it still works.

Posted: Sat Jan 07, 2006 19:55
by DuduKrazy
I specified these codes you told me, but it's still the same thing. here's the weapon's code.

Code: Select all

ACTOR Anotherplasmagun : Weapon 2004
{
   Inventory.PickupMessage "RX-9032 Plasma Gun"
   Inventory.PickupSound "misc/w_pkup"
   Weapon.Ammogive 30
   Weapon.AmmoType2 "Cell"
   Weapon.AmmoType "Cell"
   Weapon.AmmoUse2 1
   Weapon.AmmoUse 1
   States
   {
   Spawn:
      PLAS A -1
      LOOP
   Ready: 
      PGUN A 1 A_WeaponReady
      LOOP
   Deselect: 
      PGUN A 1 A_Lower
      LOOP
   Select: 
      PGUN A 1 A_Raise
      LOOP
   Fire: 
      PGUF A 0 A_Light1
      PGUF A 0 A_PlayWeaponSound("weapons/plasma")
      PGUF A 2 Bright A_RailAttack(35,4,1,none,"00 00 CF") 
      PGUN B 0 A_Light0
      PGUN B 2   
      PGUN A 1 A_ReFire 
      PGUN C 15
      Goto Ready
   Altfire:
      PGUF A 0 A_Light1
      PGUF A 0 A_PlayWeaponSound("weapons/plasmaaltfire")
      PGUF A 2 Bright A_FireCustomMissile("PlasmaWave",0,0,3,5)
      PGUF A 0 A_FireCustomMissile("PlasmaWave2",10,0,3,5)
      PGUF A 0 A_FireCustomMissile("PlasmaWave2",-10,0,3,5)
      PGUF A 0 A_FireCustomMissile("PlasmaWave2",0,0,3,15)
      PGUF A 0 A_FireCustomMissile("PlasmaWave2",0,0,3,-15)
      PGUN B 0 A_Light0
      PGUN B 2
      PGUN A 1 A_ReFire
      PGUN C 20
      Goto Ready
   } 
} 
In order to make the weapon behave like the spreadfire cannon, i had to specify this - PGUF A 0 A_FireCustomMissile("PlasmaWave2",10,0,3,5) four times. the only thing i've done was to modify the angle, xy offset and spawnheight to get the effect. the "plasmawave" and "plasmawave2" are basically the same projectiles. the only difference is that i specified a sound on only one of the projectiles because if i specify the same sound for two projectiles, it would make a very loud sound when i fire.

UPDATE: The problem's solved. but the weapon uses too much ammo. i'm gonna have to either change the ammo limits, or make the weapon fire only three plasma balls instead of five.

Posted: Sat Jan 07, 2006 23:02
by TheDarkArchon
Or you could have one ball use ammo and the rest use none. (If the third argument = 1, ammo is used on that action)

Posted: Sat Jan 07, 2006 23:57
by DuduKrazy
so how do i do that?

Posted: Sun Jan 08, 2006 0:01
by TheDarkArchon

Code: Select all

   Altfire:
      PGUF A 0 A_Light1
      PGUF A 0 A_PlayWeaponSound("weapons/plasmaaltfire")
      PGUF A 2 Bright A_FireCustomMissile("PlasmaWave",0,1,3,5)
      PGUF A 0 A_FireCustomMissile("PlasmaWave2",10,0,3,5)
      PGUF A 0 A_FireCustomMissile("PlasmaWave2",-10,0,3,5)
      PGUF A 0 A_FireCustomMissile("PlasmaWave2",0,0,3,15)
      PGUF A 0 A_FireCustomMissile("PlasmaWave2",0,0,3,-15)
      PGUN B 0 A_Light0
      PGUN B 2
      PGUN A 1 A_ReFire
      PGUN C 20
      Goto Ready 
Like this

Posted: Sun Jan 08, 2006 0:14
by DuduKrazy
TheDarkArchon wrote:

Code: Select all

   Altfire:
      PGUF A 0 A_Light1
      PGUF A 0 A_PlayWeaponSound("weapons/plasmaaltfire")
      PGUF A 2 Bright A_FireCustomMissile("PlasmaWave",0,1,3,5)
      PGUF A 0 A_FireCustomMissile("PlasmaWave2",10,0,3,5)
      PGUF A 0 A_FireCustomMissile("PlasmaWave2",-10,0,3,5)
      PGUF A 0 A_FireCustomMissile("PlasmaWave2",0,0,3,15)
      PGUF A 0 A_FireCustomMissile("PlasmaWave2",0,0,3,-15)
      PGUN B 0 A_Light0
      PGUN B 2
      PGUN A 1 A_ReFire
      PGUN C 20
      Goto Ready 
Like this
THANKS A LOT! Now my problem is solved!

Here's the weapons i'm planning to add:

- Your Grenade launcher from quake 2

- That Book from the weapons resource wad

- Axe From Quake 1. (i'm not sure if i can add doom hands to this weapon)

- WildWeasel's modified P90. (the weapon originally posted by Chronoteeth. i'm don't know if i can rip that weapon because i think someone is already using it.)

Posted: Sun Jan 08, 2006 2:55
by DuduKrazy
These are the last screenshots for today!

Image

[spoiler]Doomguy might have been used too much steroids![/spoiler]

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[spoiler]Wow! What a Kick! also makes me remember of Duke3d.[/spoiler]

Posted: Sun Jan 08, 2006 3:19
by Enjay
Some of these look very interesting. I'm looking forward to bitch-slapping zombies. :)

Posted: Sun Jan 08, 2006 4:09
by Marty Kirra
That looks awesome! I was gonna do the jacket thing with the fists and stuff back in my Hernandez mod...