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CaptainManiac

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About CaptainManiac

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  1. CaptainManiac

    So,ACS and DIalogue,can they be combined?

    i should open it.It is called Stronghold,well i should open it.In WOlfendoom there were only dialogs and actor controls for objectives but not cutscenes with ACS
  2. CaptainManiac

    So,ACS and DIalogue,can they be combined?

    Yes,but in the wiki there is no such thread about this nor are they tutorials
  3. so,i jave seen in some mods that you can make cutscenes with combinations of dialogue and ACS,is there really a way to make such synced dialogues and cutscenes?
  4. CaptainManiac

    Reload offsets confusion.How i believe myself that i can.Shite

    with that mistake found i may not continue to add reloading and altfires to other weapons
  5. CaptainManiac

    Reload offsets confusion.How i believe myself that i can.Shite

    actor RocketLauncher2 :RocketLauncher Replaces RocketLauncher { Inventory.PickupSound "You got the military Rocket Launcher!" Weapon.AmmoGive 30 Weapon.AMmoUse1 0 Weapon.AmmoUse2 0 Weapon.AmmoType2 "Rocketammo" States { Ready: MISG A 1 A_WeaponReady(WRF_ALLOWRELOAD) loop FIre: MISG B 0 MISG B 0 A_TakeInventory("HasAlreadyReloaded") MISG B 0 A_GiveInventory("RLauncherSHots",1) MISG B 0 A_ChangeFlag("NoAutoFire",1) MISG B 8 A_GunFlash MISG B 12 A_FireMissile MISG B 0 A_ReFire MISG B 0 A_JumpIfInventory("RLaucherShots",0,"Reload") goto Ready AltFire: MISG B 0 MISG B 0 A_TakeInventory("HasAlreadyReloaded") MISG B 0 A_JumpIfInventory("RLauncherShots",1,"AltFire2") MISG B 0 A_GiveInventory("RLauncherShots",1) MISG B 0 A_ChangeFlag("NoAutoFire",0) MISG B 4 A_GunFlash MISG B 6 A_FireMissile MISG B 0 A_Refire goto ready AltFire2: MISG B 0 MISG B 0 A_JumpIfInventory("RLauncherShots",2,"AltFire3") MISG B 0 A_GiveInventory("RLauncherShots",1) MISG B 0 A_ChangeFlag("NoAutoFire",0) MISG B 4 A_GunFlash MISG B 6 A_FireMissile MISG B 0 A_Refire("AltFIre") goto ready AltFire3: MISG B 0 MISG B 0 A_ChangeFlag("NoAutoFire",0) MISG B 4 A_GunFlash MISG B 6 A_FireMissile MISG B 0 A_Refire("AltFire") MISG B 0 A_JumpIfInventory("RLauncherShots",2,"Reload") goto ready Reload: MISG B 0 A_JumpIfInventory("HasAlreadyReloaded",1,"Ready") MISG B 0 A_JumpIfInventory("RLauncherSHots",1,"ReloadOneSHot") MISG B 0 A_JumpIfInventory("RLauncherSHots",2,"Reload2SHots") MISG B 0 A_JumpIfInventory("RLauncherSHots",3,"Reload3Shots") MISG B 0 A_JUmpIfInventory("RLauncherSHots",4,"Reload4SHots") MISG B 4 MISG B 4 offset(0,10) MISG B 4 offset(0,20) MISG B 4 Offset(0,30) A_ClearRefire MISG B 4 offset(0,30) A_TakeInventory("RLauncherSHots") MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,20) A_GiveInventory("HasAlreadyReloaded") MISG B 4 offset(0,10) MISG B 4 goto ready ReloadOneShot: MISG B 0 A_JumpIfInventory("HasAlreadyReloaded",1,"Ready") MISG B 4 MISG B 4 offset(0,10) MISG B 4 offset(0,20) MISG B 4 Offset(0,30) A_ClearRefire MISG B 4 offset(0,30) A_TakeInventory("RLauncherSHots") MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,20) A_GiveInventory("HasAlreadyReloaded") MISG B 4 offset(0,10) MISG B 4 goto Ready Reload2Shots: MISG B 0 A_JumpIfInventory("HasAlreadyReloaded",1,"Ready") MISG B 4 MISG B 4 offset(0,10) MISG B 4 offset(0,20) MISG B 4 Offset(0,30) A_ClearRefire MISG B 4 offset(0,30) A_TakeInventory("RLauncherSHots") MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("RocketAmmo",1) MISG B 4 offset(0,20) A_GiveInventory("HasAlreadyReloaded") MISG B 4 offset(0,10) MISG B 4 goto Ready Reload3SHots: MISG B 4 MISG B 4 offset(0,10) MISG B 4 offset(0,20) MISG B 4 Offset(0,30) A_ClearRefire MISG B 4 offset(0,30) A_TakeInventory("RLauncherSHots") MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,20) A_GiveInventory("HasAlreadyReloaded") MISG B 4 offset(0,10) MISG B 4 goto ready Reload4SHots: MISG B 4 MISG B 4 offset(0,10) MISG B 4 offset(0,20) MISG B 4 Offset(0,30) A_ClearRefire MISG B 4 offset(0,30) A_TakeInventory("RLauncherSHots") MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,20) A_GiveInventory("HasAlreadyReloaded") MISG B 4 offset(0,10) MISG B 4 goto ready also after two shots this seems to reload and take one rocket into the cartridge not two.Why?
  6. CaptainManiac

    Reload offsets confusion.How i believe myself that i can.Shite

    Reload: RVLV A 0 A_JumpIfInventory("HasAlreadyreloaded",1,"Ready") RVLV A 0 A_JumpIfInventory("RevolverShots",1,"ReloadOneSHot") RVLV A 0 A_JumpIfInventory("RevolverShots",2,"Reload2SHots") RVLV A 0 A_JumpIfInventory("RevolverShots",3,"Reload3SHots") RVLV A 0 A_JumpIfInventory("RevolverShots",4,"Reload4SHots") RVLV A 0 A_JumpIfInventory("RevolverShots",5,"Reload5SHots") RVLV A 2 offset(0,10) RVLV A 2 offset(0,20) A_TakeInventory("RevolverSHots") RVLV A 2 offset(0,20) A_ClearRefire RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,20) A_GiveInventory("HasAlreadyReloaded") RVLV A 2 offset(0,20) RVLV A 2 offset(0,10) goto Ready ReloadOneSHot: RVLV A 2 offset(0,10) RVLV A 2 offset(0,20) A_TakeInventory("RevolverSHots") RVLV A 2 offset(0,20) A_ClearRefire RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,20) A_GiveInventory("HasAlreadyReloaded") RVLV A 2 offset(0,20) RVLV A 2 offset(0,10) goto Ready Reload2Shots: RVLV A 2 offset(0,10) RVLV A 2 offset(0,20) A_TakeInventory("RevolverSHots") RVLV A 2 offset(0,20) A_ClearRefire RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,20) A_GiveInventory("HasAlreadyReloaded") RVLV A 2 offset(0,20) RVLV A 2 offset(0,10) goto Ready Reload3Shots: RVLV A 2 offset(0,10) RVLV A 2 offset(0,20) A_TakeInventory("RevolverSHots") RVLV A 2 offset(0,20) A_ClearRefire RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,20) A_GiveInventory("HasAlreadyReloaded") RVLV A 2 offset(0,20) RVLV A 2 offset(0,10) goto Ready Reload4Shots: RVLV A 2 offset(0,10) RVLV A 2 offset(0,20) A_TakeInventory("RevolverSHots") RVLV A 2 offset(0,20) A_ClearRefire RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,20) A_GiveInventory("HasAlreadyReloaded") RVLV A 2 offset(0,20) RVLV A 2 offset(0,10) goto ready Reload5SHots: RVLV A 2 offset(0,10) RVLV A 2 offset(0,20) A_TakeInventory("RevolverSHots") RVLV A 2 offset(0,20) A_ClearRefire RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,30) A_TakeInventory("Clip",1) RVLV A 2 offset(0,20) A_GiveInventory("HasAlreadyReloaded") RVLV A 2 offset(0,20) RVLV A 2 offset(0,10) goto Ready I applied a reload to the revolver(the one from Powerslave) and it seems that after one shot it wastes more ammo than from more of the shots.
  7. CaptainManiac

    Is there any way I can replace the HELP screen on prboom?

    If Pablodraw can make it and replace the endoom lump it can.It works on all engines,uses classic as a base
  8. CaptainManiac

    Reload offsets confusion.How i believe myself that i can.Shite

    I did it.I will do it also for the revolver.I did it the same with multiple reload states for each shot from 1 to 6,state for just one shot to all 6 shots.
  9. CaptainManiac

    Reload offsets confusion.How i believe myself that i can.Shite

    just this for both fire and altfire?
  10. CaptainManiac

    Reload offsets confusion.How i believe myself that i can.Shite

    @scifista42 @Empyre i made logical blocks for all cases from one to four shots ans left the original reload state reload the maximum shots.But i wanna prevent the rocket ammo to be wasted when firing because it seems that an ammo is depleted when firing and also in reloading.I need to prevent it from depleting when firing.How?
  11. CaptainManiac

    Reload offsets confusion.How i believe myself that i can.Shite

    This be likE?Thanks.Maybe this is better than offsetting.Thanks so much
  12. MISG B 0 A_JumpIfInventory("HasAlreadyReloaded",1,"Ready") MISG B 0 A_JumpIfInventory("RLauncherSHots",2,14) MISG B 0 A_JumpIfInventory("RLauncherSHots",3,14) MISG B 4 MISG B 4 offset(0,10) MISG B 4 offset(0,20) MISG B 4 Offset(0,30) A_ClearRefire MISG B 4 offset(0,30) A_TakeInventory("RLauncherSHots") MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,20) A_GiveInventory("HasAlreadyReloaded") MISG B 4 offset(0,10) MISG B 4 goto ready MISG B 0 A_JumpIfInventory("HasAlreadyReloaded",1,"Ready") MISG B 4 MISG B 4 offset(0,10) MISG B 4 offset(0,20) MISG B 4 Offset(0,30) A_ClearRefire MISG B 4 offset(0,30) A_TakeInventory("RLauncherSHots") MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("RocketAmmo",1) MISG B 4 offset(0,20) A_GiveInventory("HasAlreadyReloaded") MISG B 4 offset(0,10) MISG B 4 goto Ready MISG B 4 MISG B 4 offset(0,10) MISG B 4 offset(0,20) MISG B 4 Offset(0,30) A_ClearRefire MISG B 4 offset(0,30) A_TakeInventory("RLauncherSHots") MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,30) A_TakeInventory("ROcketAMmo",1) MISG B 4 offset(0,20) A_GiveInventory("HasAlreadyReloaded") MISG B 4 offset(0,10) MISG B 4 goto ready so this is the reload state.I need for the classic Rocket launcher to reload after 5 shots and less and reload whenever there is 1 to 5 shots,but shit,how can I make sure the needed offset is reached and he frame won't fall too far or too close or pass the targer frames.I am so stupid.an someone help me with this confusion?
  13. Yes and no.,It may be fun,but i will be slightly dissapointed of myelf because i didn't make good map and made a shitty instead
  14. https://forum.zdoom.org/viewtopic.php?f=43&t=54904 Lithium for Cacowards.Nuff said
  15. This RPG,i tried to make its HS optional but it either crashes or gets stuck.What to do?!I cannot even find the reason.i am so stupid :( :( :( actor SeekerBazooka : Weapon Replaces RocketLauncher { scale 0.75 radius 20 height 16 inventory.pickupmessage "You got the RPG with Optional Heat Seeking!" weapon.selectionorder 2500 weapon.kickback 100 weapon.ammotype "rocketammo" weapon.ammouse 1 weapon.ammogive 8 +WEAPON.EXPLOSIVE //+WEAPON.NOAUTOFIRE states { Ready: RPGA A 1 RPGA A 1 A_WeaponReady loop Deselect: RPGA A 1 A_Lower NULL AA 0 A_LOWER loop Select: RPGA A 1 A_Raise NULL AA 0 A_RAISE loop AltFire: RPGA A 0 RPGA A 0 A_JumpIfInventory("WeaponHSMode",1,"TurnOffHS") RPGA A 0 goto TurnOnHS TurnOnHS: RPGA A 0 RPGA A 0 A_JumpifInventory("WeaponHSMode",1,"Ready") RPGA A 0 A_GiveInventory("WeaponHSMode") RPGA A 0 A_Print("Heat Seeking Mode ON",1.0,"DBIGFONT") RPGA A 0 RPGA A 0 goto Ready TurnOffHS: RPGA A 0 RPGA A 0 A_TakeInventory("WeaponHSMode") RPGA A 0 A_Print("Heat Seeking Mode OFF",1.0,"DBIGFONT") RPGA A 0 RPGA A 0 goto Ready Fire: RPGA A 1 RPGA A 1 A_JumpIfInventory("WeaponHSMode",1,"HSFire") NULL A 0 A_PlayWeaponSound("SEEKLAUNCH") RPGA B 2 bright A_FireCustomMissile ("NormalRocket",0,1,9,-2) RPGA C 2 bright RPGA DEFEDHG 2 RPGA A 8 RPGA A 0 A_PlayWeaponSound("RPGOPN") RPGA IJKLM 2 RPGA M 7 RPGA A 0 A_PlayWeaponSound("RPGLAD") RPGA NOON 2 RPGA M 7 RPGA A 0 A_PlayWeaponSound("RPGOCLS") RPGA MLKJI 2 RPGA A 4 RPGA A 0 A_ReFire Goto ready HSFire: RPGA A 1 A_JumpIfInventory("WeaponHSMode",0,"Fire") NULL A 0 A_PlayWeaponSound("SEEKLAUNCH") RPGA B 2 bright A_FireCustomMissile ("seekerRocket",0,1,9,-2) RPGA C 2 bright RPGA DEFEDHG 2 RPGA A 8 RPGA A 0 A_PlayWeaponSound("RPGOPN") RPGA IJKLM 2 RPGA M 7 RPGA A 0 A_PlayWeaponSound("RPGLAD") RPGA NOON 2 RPGA M 7 RPGA A 0 A_PlayWeaponSound("RPGOCLS") RPGA MLKJI 2 RPGA A 4 RPGA A 0 A_ReFire("Fire") Goto ready Spawn: RPGA Z -1 Stop } } THIS STUCKS WHEN THE HEATSEEK MODE IS IN THE IVNENTORY Is there any saving grace for it?
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