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Conscription

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Everything posted by Conscription

  1. Conscription

    Absolute Damage?

    This doesn't appear to be possible when defining the damage inflicted by bullet attacks. http://www.doomworld.com/vb/doom-editing/45391-can-you-prevent-bullet-damage-from-being-randomized/ See that thread for some discussion of this subject, and ideas about what won't work; the issue was never resolved, but I stopped bringing it up at the end because no one thought up any working solutions and I had other problems I wanted to solve.
  2. Same as the title. I want to be able to pick up my enemy's plasma rifle after I mow him down. I don't have any idea about what property or script I should be looking into.
  3. That page tells you right up at the top about how to use a command line parameter to activate dmflags, and yet when I type the exact line the wiki uses into a batch file (with 2 in place of XXXX, since 2 is the value of the DropWeapon flag), the flag is not set upon launching the batch.
  4. Conscription

    Can you prevent bullet damage from being randomized?

    It almost looks like there's no way to prevent that function from firing the projectile on a plane that passes perpendicular through the player's z-axis. I haven't found it yet, anyway. I see how to change spawn angle, but the way it talks about autoaim, it makes me wonder if it's designed not to be used with freelook on the mouse. This line especially: "You cannot turn off vertical autoaim with this function." Why would that be the case, unless this is not designed to be used in a wad you'll play with mouse-look enabled? Or is there a way to enable it to fire at the reticule, like any other weapon? I'm having this weird issue with setslot and cyclic weapon toggling. I made a thread about it down below, but I'm encountering the same problem again right now, so I thought I'd mention it here. For details, visit that thread: http://www.doomworld.com/vb/doom-editing/45325-setslot-and-cyclic-weapon-toggling/ To put it simply, I can't cycle, and often can't select by number button push, new DECORATE defined weapons. Nothing's wrong with the DECORATE or KEYCONF files. The weapon definitions are all very slight alterations of copy pasted wiki entries. The new fist, a perfectly accurate chaingun, a modified pistol. Only the very top one in the keyconf file will work with cyclic toggling. It doesn't matter which one is on top. What am I missing there?
  5. "The damage formula is damage * ((random()%3)+1). For example, if damage is 4, the possible results are 4, 8 or 12. The average damage actually dealt by each bullet will therefore be damage * 2." http://zdoom.org/wiki/A_FireBullets The wiki does not seem to indicate whether or not there is a way to cause a hitscan weapon to inflict an absolute amount of damage instead of subjecting the integer you input to this formula.
  6. Conscription

    Can you prevent bullet damage from being randomized?

    I've been working with it. The weapon doesn't make a sound despite the attack sound entry, it doesn't fire any projectile despite the A_CustomMissile entry, and because no projectile is fired, there is no damage dealt or no bulletpuff produced on the target. actor Pistol : DoomWeapon 5010 //The definition as of the development of Skulltag. { Weapon.SelectionOrder 1900 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" attacksound "weapons/pistol" Obituary "%k capped %o." States { Ready: PISG A 1 A_WeaponReady Loop Deselect: PISG A 1 A_Lower Loop Select: PISG A 1 A_Raise Loop Fire: PISG A 4 A_CustomMissile ("ZombieBullet",32,0,0,0,0) PISG B 6 A_GunFlash PISG C 4 PISG B 5 Goto Ready Flash: PISF A 7 Bright A_Light1 Goto LightDone PISF A 7 Bright A_Light0 Goto LightDone Spawn: PIST A -1 Stop } } ACTOR ZombieBullet { Speed 85 Damage 20 Radius 6 Height 8 PROJECTILE states { Spawn: BULL A 1 loop Death: PUFF ABCD 4 stop } } Pistol entry taken directly from the wiki; modifications include the aforementioned in addition to the removal of the +WIMPYWEAPON flag, the weapon pickup message, and the alteration of an obituary entry. Because the weapon delivers no damage in its present state, I have not yet continued experimenting with the damage property.
  7. I don't see it in there. http://zdoom.org/wiki/Skulltag_features Did I miss it? Should I be searching in a different area?
  8. Conscription

    Can you prevent bullet damage from being randomized?

    I never knew you could use 'Take Inventory' anywhere but in ACS. It works perfectly; the new punch is functional now. Thanks GreyGhost. The bullet damage on the pistol is still being subjected to that internal (1/2/3*) formula, though. Unfortunately, switching to A_CustomBulletAttack doesn't appear to have made a difference in that respect.
  9. Conscription

    Can you prevent bullet damage from being randomized?

    That A_CustomBullet command just doesn't want to operate the way the wiki explains that it should. "A_CustomBulletAttack (0, 0, 1, 15, "BulletPuff", 1, 0 or 1)"I don't even know what to set the last variable to, so I tried both possibilities on for size. When I attack with the weapon, in either case, no bullet is fired, no puff appears, no sound is played, and no ammo is expended. Obviously the randomized damage issue is going to become the least of my worries, if this code won't even fire the gun at all. I'd post the rest of the DECORATE definition, except that it's just the pistol entry from the Wiki with " attacksound "weapons/pistol" " added in. I'll put up the code for the custom punch later on if I still need help with that. I'll work on it some more first to see if I can fix it.
  10. Conscription

    Can you prevent bullet damage from being randomized?

    For the sake of expediency, I'll just post that question here. There's a Boolean parameter correlated with the "A_CustomPunch" attack function which is described in the wiki with the words "useammo". I wanted to try out a punch attack that would deliver a one-hit deathblow, and use a new form of ammunition in the process. I've managed to make the ammunition appear in my level. An ACS entry spawns the player with a weapon called "Fist2" that is set to slot 1 in the KEYCONF file. The ammunition added to the player's inventory when the new item is picked up appears, just like it ought to, when "Fist2" is equipped. Attacking with the new weapon delivers the desired amount of damage. However, regardless of the setting of the bool variable in the CustomPunch attack function, punching uses up no ammunition. How do I cause the attack to expend ammunition? Edit: Just to be certain I'm not doing anything wrong, I created a new entry for the SSG that used ammunition called "NewShell". It worked perfectly fine. Afterward, I tried tying Fist2 to "Shell". The player's shell count was displayed when Fist2 was equipped, but that amount not diminished when the melee attack was performed. So this problem must have something to do with the punch attack function itself. I've tried messing with all the parameters to no avail, and at this point I don't know what else to do.
  11. Conscription

    Can you prevent bullet damage from being randomized?

    Yeah, it's the pistol that's being edited here, too. I'm just switching back and forth between the weapons, trying out all these different functions in order to get a handle on them. When I changed it back to A_FireBullets, the attack sound started working again. Didn't realize it until after I'd already redefined the sound in the sndinfo lump, but when I removed the new definition it worked fine. The only problem now is that the damage property does not prevent the bullet damage from being randomized. GZDoom seems to be ignoring it altogether, because the amount of damage being dealt by the weapon is "1* or 2* or 3*(int damage)", like always. I have another question about ammo use in punch attacks; should I create another thread for that separate topic, or just post it in here?
  12. Conscription

    Can you prevent bullet damage from being randomized?

    Coupled with A_BulletAttack? The page for A_BulletAttack indicates the number of bullets to be fired is defined in the damage property. Yet the wiki entry for "damage" under Actor Properties doesn't indicate how to delineate between "int numbullets" and "int damage". It simply states that both number of bullets fired and the damage inflicted are to be specified within the value for this property. As an example of what I'm talking about, on the page for A_FireBullets, the wiki states that the associated parameters should be formatted in this way: "(angle spread_horz, angle spread_vert, int numbullets, int damage [, string pufftype [,bool UseAmmo [, float range]]])". But the page for A_BulletAttack reads "no parameters", since the parameters are supposed to be defined using the damage property. What is the correct combination of numbers and parentheses which will allow the damage property function? Also, "attacksound" stopped working when I used the property you suggested. Any idea how I get the gun to start making noise again?
  13. Conscription

    How do i mod?

    Paint, XWE, and the wiki are good places to start. http://www.doomworld.com/xwe/ http://doom.wikia.com/wiki/
  14. Conscription

    Setslot and cyclic weapon toggling

    Edit: Title changed. GZDoom spits out this error message when I load my weapon mod wad. I renamed my SuperShotgun "AutoShotgun", and that seemed to work OK, but I couldn't swap weapons to or from the new weapon using the mouse wheel, cyclic weapon toggling. Edit: This means that I cannot seem to rename the modded weapon if I want cyclic weapon swapping to function. I created a KeyConfig file, and that didn't help. The game won't even allow me to select the gun by pressing the number key with which the weapon ought to be associated. That file reads as follows: weaponsection AutoShotgun setslot 8 AutoShotgun addslotdefault 8 AutoShotgun I would just leave the shotgun named "SuperShotgun" and live with the error message except that I want to package this DECORATE file into a wadpack which will utilize the normal super shotgun on other maps. When I load the DECORATE file with the new weapon named "SuperShotgun", the normal supershotgun (which is used on other maps in the wadpack) exhibits a defect identical to the one that the modded shotgun exhibits when it is renamed "AutoShotgun". Please help me out with this if you can.
  15. Conscription

    Setslot and cyclic weapon toggling

    Yeah, they have different names now, and as a result, cyclic weapon toggling won't work. The main problem I'm encountering is that if I don't name my modified SSG "SuperShotgun" (if I change the name in any way) then cyclic weapon toggling ceases to function. Setslot doesn't help. The DECORATE definition for the weapon was taken straight from the wiki. Only the name and thing numbers have been altered, so I don't see how it could be dysfunctional. That whole wiki has been a lifesaver throughout the learning process. But I haven't managed to figure out how to fix this problem by reading; that's the one and only reason I posted my question here. To be totally clear, I wouldn't even be trying to use a weaponsections lump at all if I hadn't discovered the exact page you just linked me to. But that was a couple weeks back, and I'm still stuck. I would rather ignore the registration error (which does not affect gameplay in any way) than not be able to use the new weapon correctly. However, the entire purpose of doing this at all was to learn how to do it right, and still don't see what it is I'm doing wrong. Is there any information I can offer that would allow someone to work with me in finding a solution? I'll upload the wad somewhere, or paste the scripts in here, if necessary. Whatever you need, just ask. I'd like to figure this out and move on.
  16. Conscription

    Setslot and cyclic weapon toggling

    Okay. Thanks for the response. The Key Configuration file I was using was named KEYCONF, I just called it KeyConfig in the thread. I've eliminated the extraneous commands from my KEYCONF file per your reply. So, the problem I'm having is that I can't find a way to enable a fully functional modded SSG, in addition to a normal fully functional SSG, in the same wad. One object breaks the other, every time, and renaming the modded weapon or setting the slot to anything other than 3 breaks cyclic toggling... Edit: ...on BOTH weapons. Any ideas?
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