I Made a Sword that has a Alt-Fire that fires (Obviously) a Projectile, When I go on Doom to test it, some bizarre things happen
1. When I tap Alt-fire it doesn't fire at all, sometimes fires but only super-close to enemy (face-to-face)
2. Fires bizarrely on the wrong direction, sometimes bellow me, sometimes to a dead enemy (sometimes it only focus on the dead enemy that i just killed with it)
3. How do i make the enemy drop some kind of "Ammo" to supply the weapon? like a tiny energy orb that powers (ammo) the Projectile weapon
Heres the Code.
ACTOR SwordBAS : Weapon Replaces Bfg9000
{
Game Doom
Weapon.Selectionorder 900
Weapon.Slotnumber 7
Weapon.Kickback 150
Inventory.pickupmessage "You Got THE Sword"
Obituary "%o was cut in Half by %k's Sword."
+Weapon.MeleeWeapon
States
{
Ready:
IHSI A 1 A_WeaponReady
loop
Select:
IHSI A 1 A_Raise
loop
Deselect:
IHSI A 1 A_Lower
loop
Fire:
IHSM A 3
IHSM B 3
IHSM C 3
IHSM D 2
IHSM E 2
IHSM F 1
IHSM G 1 A_Custompunch (5,0,0,"Knifepuff")
IHSM H 1
IHSM I 1
IHSM J 2
IHSM J 0 A_Refire
Goto Ready
Altfire:
IHSM A 2
IHSM B 2
IHSM C 2
IHSM D 1
IHSM E 1
IHSM F 1
IHSM G 1 A_CustomMissile ("Cakeslice",0,1,0,1)
IHSM H 1
IHSM I 1
IHSM J 2
Goto Ready
Spawn:
IHSP A -1
stop
}
}
ACTOR SwordPuff
{
+NOBLOCKMAP
+NOGRAVITY
+NOEXTREMEDEATH
+PUFFONACTORS
RenderStyle Translucent
Alpha 0.6
SeeSound "SwordHitThing"
AttackSound "SwordHitWall"
ActiveSound "SwordMiss"
VSpeed 1
States
{
Spawn:
PUFF ABCD 4
Stop
}
}
ACTOR cakeslice
{
Radius 8
Height 6
Speed 30
Damage 20
Projectile
+NOGRAVITY
+NOTELEPORT
+RANDOMIZE
SeeSound "weapons/rocklf"
DeathSound "weapons/rocklx"
Obituary "$OB_MPROCKET" // "%o rode %k's rocket.
States
{
Spawn:
IHSC A 1 Bright
Loop
Death:
MISL B 8 Bright A_Explode
MISL C 6 Bright
MISL D 4 Bright
Stop
}
}
I Made a Sword that has a Alt-Fire that fires (Obviously) a Projectile, When I go on Doom to test it, some bizarre things happen
1. When I tap Alt-fire it doesn't fire at all, sometimes fires but only super-close to enemy (face-to-face)
2. Fires bizarrely on the wrong direction, sometimes bellow me, sometimes to a dead enemy (sometimes it only focus on the dead enemy that i just killed with it)
3. How do i make the enemy drop some kind of "Ammo" to supply the weapon? like a tiny energy orb that powers (ammo) the Projectile weapon
Heres the Code.
ACTOR SwordBAS : Weapon Replaces Bfg9000 { Game Doom Weapon.Selectionorder 900 Weapon.Slotnumber 7 Weapon.Kickback 150 Inventory.pickupmessage "You Got THE Sword" Obituary "%o was cut in Half by %k's Sword." +Weapon.MeleeWeapon States { Ready: IHSI A 1 A_WeaponReady loop Select: IHSI A 1 A_Raise loop Deselect: IHSI A 1 A_Lower loop Fire: IHSM A 3 IHSM B 3 IHSM C 3 IHSM D 2 IHSM E 2 IHSM F 1 IHSM G 1 A_Custompunch (5,0,0,"Knifepuff") IHSM H 1 IHSM I 1 IHSM J 2 IHSM J 0 A_Refire Goto Ready Altfire: IHSM A 2 IHSM B 2 IHSM C 2 IHSM D 1 IHSM E 1 IHSM F 1 IHSM G 1 A_CustomMissile ("Cakeslice",0,1,0,1) IHSM H 1 IHSM I 1 IHSM J 2 Goto Ready Spawn: IHSP A -1 stop } } ACTOR SwordPuff { +NOBLOCKMAP +NOGRAVITY +NOEXTREMEDEATH +PUFFONACTORS RenderStyle Translucent Alpha 0.6 SeeSound "SwordHitThing" AttackSound "SwordHitWall" ActiveSound "SwordMiss" VSpeed 1 States { Spawn: PUFF ABCD 4 Stop } } ACTOR cakeslice { Radius 8 Height 6 Speed 30 Damage 20 Projectile +NOGRAVITY +NOTELEPORT +RANDOMIZE SeeSound "weapons/rocklf" DeathSound "weapons/rocklx" Obituary "$OB_MPROCKET" // "%o rode %k's rocket. States { Spawn: IHSC A 1 Bright Loop Death: MISL B 8 Bright A_Explode MISL C 6 Bright MISL D 4 Bright Stop } }
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