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One Doomed Bunny

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About One Doomed Bunny

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  1. One Doomed Bunny

    Toggling between different AltFire modes?

    Thanks for the suggestion, I will try it out!
  2. One Doomed Bunny

    Toggling between different AltFire modes?

    Hello, I need some help with an idea for a game mechanic I got. Basically, what I want to do is for all weapons to have an altfire that when pressed, the player shoots magic with his left hand. Now, what I also want to do is for the player to be able to switch between different types of altfire (spells). My idea is a boundable hotkey that when pressed, switches between spells (possibly excecuted with an ACS script?). And then the altfire state makes a jump to a spell fire state depending on what dummy spell item the player has selected. Its a lot like how you toggle switching between equipment in DOOM 2016 with a certain key. Also, I do not want the player to have all the spells when he starts, he would collect more as he progresses through the game in whatever order (I am thinking of 6 in total). Here is the DECORATE code I came up with: AltFire: TNT1 A 0 A_JumpIfInventory("ElectroSelected",1,"AltFireElectro") TNT1 A 0 A_JumpIfInventory("PyroSelected",1,"AltFirePyro") Goto Ready AltFireElectro: TNT1 A 0 A_Print("this state will fire electrokinesis",1) Goto Ready AltFirePyro: TNT1 A 0 A_Print("this state will fire pyrokinesis",1) Goto Ready I would really appreciate some help with this :) Thanks, -One Doomed Bunny
  3. One Doomed Bunny

    Help with displaying a switchable image on HUD

    Oh, I see. Thanks for letting me know but it just looks weird for what I am trying to do. Basically, I want an armor or a powerup or something, that when picked up would change the icon of the armor to blue and draw another blue bar on top of the green bar a lot like the Over Shield in Halo CE (I have the bar part figured out, using an inventory dummy). And when it runs out (back to 100 points) it would show the green armor icon. So, if you or anyone else has an idea on how to recreate this "effect", just shoot.
  4. Greetings! So what I am trying to do is to draw an image on my HUD. If the player has 1-100 armor points it would draw a green armor image, but if the player would have 101-200 armor points it would display a blue armor image. I tried to do this with DrawSwitchableImage but it doesnt seem to work as I want, because when the player gets the blue armor and it gets depleted the blue armor is still shown. Any help would be more than appreciated.
  5. Just wanna say that your profile picture is amazing.

  6. One Doomed Bunny

    A Companion that Searches for Supplies?

    So, I got this idea when I replayed Bioshock Infinite and thought if it was possible to make a friendly companion (much like the ones in Brutal Friends), only that it could search environments for supplies and it would have no weapons (Therefore it would take cover rather than fight). I already have an idea for an actor state where he would search for any items with a certain tag or name within a lets say...256 sqare pixel radius. And if it finds anything it would alert the player and the player could press a custom keybind that would excecute an ACS script that would make the player look at the companion and get the supplies. So is this possible or am I just becoming too crazy? It would be neat if someone could give me a short example of decorate or zscript along with a bit of ACS code. Any help would be appreciated!
  7. One Doomed Bunny

    Need help with displaying a special icon on my HUD.

    Okay, this is what I came up with: DrawSwitchableImage Armor , "HPICON","SHICON", 8, 8; But it does not seem to work properly. When I pickup any armor type (bonuses, green, blue...) it still shows the heart. Even if I type "give armor" into console it still shows the heart icon. Hmmmm... I know you said you never used SBARINFO but do you perhaps have any idea what is wrong here? EDIT: Nevermind, I figured it out: DrawSwitchableImage ArmorType ArmorBonus, "HPICON","SHICON", 8, 8;
  8. One Doomed Bunny

    Need help with displaying a special icon on my HUD.

    hmmm... This sure does paint a bigger picture of what to do but I wonder if something similar can be done in SBARINFO.
  9. Hello! So, what I am trying to do is to display an "icon" on my custom HUD. Basically, if the player has no armor points it draws a heart icon, but if the player has 1+ armor points it draws a shield icon and removes the heart icon. If anyone has any idea how to do this, it would be very much appreciated.
  10. One Doomed Bunny

    Modifying monster sight.

    So, I am having some trouble implementing it in so could anyone give me an example?
  11. One Doomed Bunny

    Modifying monster sight.

    I am using ZScript. But yes, that does sound like it might work.
  12. One Doomed Bunny

    Modifying monster sight.

    Hello, So I have been working on a good stealth mechanic for a while now but what has really been bugging me is that once the monster sights the player it immediately attacks. Now what I want to do is if the player peeks around the corner and sees that a monster, he has 3 seconds to go back to cover before the monster attacks him or goes into search mode. Any ideas would be appreciated!
  13. One Doomed Bunny

    "Stealthy" enemy takedown?

    Hello there! So, what I am trying to do is to have fists do more damage, if the monster is not alerted of the player yet (a back stab of sorts). Basically, if the player punches the monster from behind, when it does not see the player it would insta kill, but when it sees the player the fists would function as normal fists. Also is a decorate way of doing this if possible? Any help would be much appreciated.
  14. One Doomed Bunny

    The best method to do boss healers?

    Hm. I will try it out. Thanks!
  15. One Doomed Bunny

    The best method to do boss healers?

    Aha, I had something similar in mind. Thank you!