Doom with bits on
Moderator: wildweasel
- 
				Captain Red
- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
- 
				Soultaker  
- Posts: 219
- Joined: Fri Sep 02, 2005 8:26
- Location: Capping some zombies Gangsta Style.
DAMN!!! Awesome mod so far. I have two tips for ya. First use a hand frame setup without the grenade which adds a bit more realism. That way the hand goes down then comes up with the grenade right before throwing the it. Second the tiny little black crosshair on the RL looks goofy as hell. Get rid of it.
			
			
									
						
										
						- 
				Chronoteeth  
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- 
				Snarboo  
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
The grenade issue is one that has plagued even professional games, Red, so don't stress out too much over it. I've even played games where the ammo belt for a machine gun never depletes, despite what the ammo count says! The most basic way to solve the problem, as others have suggested, is not to show the grenade on screen while idle, even when the weapon is selected. The grenade should not appear until you fire, in which case it is brought up on screen and then thrown like normal.
			
			
									
						
										
						- 
				TheDarkArchon  
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
Code: Select all
ACTOR HGrenade : Weapon 2010 
{ 
	Weapon.SelectionOrder 50
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got the Hand Grenade!" 
	Scale 0.5
	Weapon.AmmoType Gren
	Weapon.AmmoGive 1 
	Weapon.AmmoUse 1 
	Inventory.Icon HGN2A0
	AttackSound "weapons/throw"
	+NOALERT
     States 
     { 
     Spawn: 
        HGN2 A -1 
        LOOP 
   Ready: 
       HGRN A 0 A_JumpIfInventory("Gren"1,2)   
       PUNG A 1 A_WeaponReady //Dark Forces, anyone?
       Goto Ready
       HGRN A 1 A_WeaponReady
       Goto Ready
   Deselect:
      HGRN A 0 A_JumpIfInventory("Gren"1,2)
      PUNG A 1 A_Lower 
      Goto Deselect
      HGRN A 1 A_Lower 
      Goto Deselect
   Select: 
      HGRN A 0 A_JumpIfInventory("Gren"1,2)
      PUNG A 1 A_Raise 
      Goto Select
      HGRN A 1 A_Raise 
      Goto Select 
   Fire: 
      HGRN B 2
      HGRN C 6 
      HGRN D 2 A_PlayWeaponSound("weapons/pin")
      HGRN E 2 
      TNT1 A 10
      TNT1 A 0 A_FireCustomMissile("Grenade",0,1,0,0)
      HGRN F 2 A_PlayWeaponSound("weapons/Throw")
      HGRN G 2
      HGRN H 2
      TNT1 A 10
      Goto Ready
   } 
} 

- 
				NeoWorm  
- Posts: 29
- Joined: Sat Nov 05, 2005 0:13
- Location: Czech republic
- 
				TawmDee
- Posts: 18
- Joined: Sat Sep 10, 2005 23:04
- 
				Captain Red
- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
- 
				Inuyasha_989
- Posts: 60
- Joined: Sun Sep 04, 2005 3:05
I've got a fix for you, A_JumpIfInventory doesn't work when you enter a 0 for the number. -_-
[spoiler][/spoiler]
			
			
									
						
										
						[spoiler]
Code: Select all
Fire: 
		MISG A 0 A_JumpIfInventory("homemode",1,16)
		MISG A 0 A_JumpIfNoAmmo(14)
		MISG A 0 A_FireCustomMissile("CheapAlert",0,0,0,0)
		MISG B 8 A_GunFlash
		MISG A 0 A_PlaySound("weapons/rocklf")
		MISG B 12 A_FireCustomMissile("Rocket_", 0, 1, 0, 0) 
      		MISG C 4 A_PlaySound("weapons/Rload")
      		MISG ADEFED 4
		MISG C 10
		MISG A 4
		goto Ready
		MISG A 0
		goto Ready
		MISG A 0 A_JumpIfInventory("HomeAmmo",1,1)
                Goto Ready
		MISG A 0 A_FireCustomMissile("CheapAlert",0,0,0,0)
		MISG B 8 A_GunFlash
		MISG A 0 A_PlaySound("weapons/rocklf")
		MISG B 0 A_FireCustomMissile("HomingRocket", 0, 0, 0, 0)
		MISG B 12 A_TakeInventory("HomeAmmo",1)
      		MISG C 4 A_PlaySound("weapons/Rload")
      		MISG ADEFED 4
		MISG C 10
		MISG A 2
		MISG G 2
		goto Ready- 
				Captain Red
- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
There we go.
oh, and I threw in another weapon.
Enjoy.
http://rapidshare.de/files/7423618/DoomWBO.zip.html
Ok, It's still noot quite done. I'm trying make a new monster, and Tawmdees advice about the hell knight makes a lot of sence...
			
			
									
						
										
						oh, and I threw in another weapon.
Enjoy.
http://rapidshare.de/files/7423618/DoomWBO.zip.html
Ok, It's still noot quite done. I'm trying make a new monster, and Tawmdees advice about the hell knight makes a lot of sence...
- 
				Chronoteeth  
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- 
				Captain Red
- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
Acully, I'm pretty close to dropping the Darkclaw. and maybe the hell lazer but I'm going to spread the weapons around a bit better... oh, and throught some clever Dehackage, you can now finish the first doom epersode with no hassles.
also adding two new badsguys who will kindly drop certain weapons so that the megasphear, blurspher and invurnablityspear a back...
And i'm thinking about making it so that you can carry the powerps.
			
			
									
						
										
						also adding two new badsguys who will kindly drop certain weapons so that the megasphear, blurspher and invurnablityspear a back...
And i'm thinking about making it so that you can carry the powerps.
- 
				Chronoteeth  
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- 
				TheDarkArchon  
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- 
				Captain Red
- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
