rabidrage Posted October 25, 2019 Once upon a time I had ripped a shotgun from multiple sources, and I was able to incorporate the zooming effect from BDJ20 quite nicely. I was able to bind a key to toggle zoom and have a different "ready" state while zoomed as well. Also, I could fire multiple shots without unzooming. It doesn't seem to work now! How would one go about setting something like this up in Decorate? 0 Share this post Link to post
Doomkid Posted October 28, 2019 It sounds like you want to look into A_ZoomFactor but I personally suck buals at decorate. If no one around here knows it couldn't hurt to ask over at ZDoom as well. 0 Share this post Link to post
rabidrage Posted October 31, 2019 I might. I got it zooming via the whole "User2" formula. But if I set the unzoomed mode to "User 1", it doesn't let me switch back. I don't get it! Here's the code. Maybe somebody can parse this and figure out my issue. Actor 64Shotgun : DoomWeapon { Weapon.SelectionOrder 1300 +Weapon.NoAutoFire Weapon.AmmoUse 1 Weapon.AmmoGive 0 Weapon.AmmoType "Shell" Inventory.PickupMessage "$GOTSHOTGUN" Obituary "$OB_MPSHOTGUN" Tag "$TAG_SHOTGUN" Scale 0.87 states { Ready: SHTG A 1 A_WeaponReady(WRF_ALLOWUSER3|WRF_ALLOWUSER2) Loop User3: TNT1 A 0 A_Takeinventory("Zoomed",1) SHTG A 1 Loop RealReady: TNT1 AAAAAAAAAAAAAA 0 SHTG A 1 A_WeaponReady Goto RealReady User2: TNT1 A 0 A_Giveinventory("Zoomed",1) SHT8 A 0 A_ZoomFactor(1.8) SHT8 A 3 A_WeaponReady SHT8 A 3 A_WeaponReady SHT8 A 3 A_WeaponReady SHT8 B 3 A_WeaponReady SHT8 B 3 A_WeaponReady SHT8 B 3 A_WeaponReady SHT8 A 3 A_WeaponReady SHT8 A 3 A_WeaponReady SHT8 A 3 A_WeaponReady SHT8 C 3 A_WeaponReady SHT8 C 3 A_WeaponReady SHT8 C 3 A_WeaponReady Loop Select: TNT1 AAAAA 1 A_Raise TNT1 AAAAAAAAAA 0 A_Raise Goto SelectAnimation SelectAnimation: SHTS A 1 SHTS BCD 1 Goto Ready Deselect: SHTS DCBA 1 TNT1 A 0 A_TakeInventory (Zoomed,1) TNT1 A 0 A_ZoomFactor(1.0) TNT1 AAAAAAAAAA 0 A_Lower TNT1 A 1 A_Lower Wait Fire: TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2") SHTG A 1 TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0) SHTG A 0 A_FireBullets (4.0, 4.0, 8, 7, "ShotgunPuff") TNT1 A 0 A_PlaySound("SGFIRE", 1) TNT1 A 0 A_ZoomFactor(0.95) SHTG CC 1 BRIGHT TNT1 A 0 A_GunFlash TNT1 A 0 A_ZoomFactor(1.0) SHTG B 3 A_SetPitch (pitch-2) SHTG B 1 A_SetPitch (pitch+0.8) SHTG B 1 A_SetPitch (pitch+0.6) SHTG A 1 A_SetPitch (pitch+0.4) SHTG A 1 A_SetPitch (pitch+0.2) SHTG BCDEFG 1 TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4) TNT1 A 0 A_PlaySound("STGNPUMP", 4) SHTG HIJKLMMLKJ 1 SHTG IHGFEDCB 1 TNT1 A 0 A_Refire Goto Ready Flash: SHTF A 2 Bright SHTF A 2 Bright Goto LightDone Fire2: TNT1 A 0 A_Takeinventory("Zoomed",1) TNT1 A 0 A_Takeinventory("ADSmode",1) TNT1 AAAA 0 TNT1 A 0 A_AlertMonsters TNT1 A 0 A_FireBullets(3, 2, 7, 11, "ShotgunPuff") TNT1 A 0 A_Takeinventory("ShotgunAmmo",1) TNT1 A 0 A_FireCustomMissile("SmokeSpawner",5,0,0,-5) TNT1 A 0 A_FireCustomMissile("SmokeSpawner",-5,0,0,-5) TNT1 A 0 A_ZoomFactor(1.6) TNT1 A 0 A_PlaySound("SHOTGOOD",0) SHT8 F 1 BRIGHT TNT1 A 0 A_ZoomFactor(1.65) TNT1 A 0 A_PlaySound("H4SHOT",0,0.85) SHT8 G 1 BRIGHT TNT1 A 0 A_SetPitch(pitch - 2.0) TNT1 A 0 A_ZoomFactor(1.7) SHT8 G 1 TNT1 A 0 A_SetPitch(pitch + 1.0) TNT1 A 0 A_ZoomFactor(1.75) SHT8 G 1 TNT1 A 0 A_SetPitch(pitch + 0.5) TNT1 A 0 A_ZoomFactor(1.8) SHT8 A 2 SHT8 D 1 TNT1 A 0 A_ZoomFactor(1.0) XXTF Z 1 SHT8 E 1 //SHTG A 2 SG64 IBC 1 SG64 DEF 2 TNT1 A 0 SG64 G 1 A_PlaySound("weapons/sgpump", 0) TNT1 A 0 A_FireCustomMissile("SmokeSpawner",10,0,0,-5) TNT1 A 0 SG64 H 2 A_FireCustomMissile("ShotCaseSpawn",0,0,-5,-12) SG64 G 1 SG64 FED 2 SG64 CBI 1 TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick") TNT1 A 0 A_JumpIfInventory("GrenadeToss",1,"ThrowGrenade") TNT1 A 0 A_JumpIfInventory("Punching",1,"DoPunch") //SHTG A 4 Goto Altfire+1 Altfire: TNT1 A 0 A_PlaySound("GUNSIGHT",0) TNT1 A 0 A_JumpIfInventory("Zoomed",1,"AltFire2") TNT1 A 0 A_Giveinventory("Zoomed",1) SHT8 E 1 A_ZoomFactor(1.8) TNT1 A 0 A_Takeinventory("Zoomed",1) XXTF Z 1 SHT8 D 1 Goto User2 Altfire2: TNT1 A 0 A_PlaySound("GUNSIGHT",0) SHT8 D 1 XXTF Z 1 A_ZoomFactor(1.8) SHT8 E 1 Goto User2 Spawn: SHOT A 1 SHOT A -1 Loop } } 0 Share this post Link to post
rabidrage Posted October 31, 2019 Ooh, sorry. If I switch it to "user3" it doesn't work either. I see that's what I currently have it at. 0 Share this post Link to post