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Thfpjct

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Everything posted by Thfpjct

  1. There is any way that i can limit the number of weapons and items in gzdoom?
  2. Thfpjct

    [QUESTION] Limit number of weapons.

    yeah, but anyway, thanks for the patience and help, at least i can make the "Weapon limit".
  3. Thfpjct

    [QUESTION] Limit number of weapons.

    #library "PICKUP" #include "zcommon.acs" Script "Use_Button_Stuff" ENTER { int use = GetPlayerInput(-1, INPUT_BUTTONS); while(GetActorProperty(0, APROP_HEALTH) > 0) { delay(2); use = GetPlayerInput(-1, INPUT_BUTTONS); TakeInventory("PickupWeapons",1); if(use & BT_USE) {GiveInventory("PickupWeapons",1);} } } Script "Use_Button_Stuff2" RESPAWN{ACS_NamedExecuteAlways("Use_Button_Stuff", 0);} I also tested the pk3 that you send, and it crashes for me. so i think the problem is something else.
  4. Thfpjct

    [QUESTION] Limit number of weapons.

    Man this is given me fricking a headache, i did everything you said, but it keeps crashing, even in those source ports you mention. every time i type "Summon Colt" to summon the pickup to test, the game just crashes, i even tried to begin from zero but it still crashing. and sometimes when i am compiling the ACS he says that is something is wrong, something about with this that one character in bold, when i delete it it compiles, and other times it don't. i losing my mind over this. int use;= GetPlayerInput(-1, INPUT_BUTTONS);
  5. Thfpjct

    [QUESTION] Limit number of weapons.

    thank you man, i didn't know the organization was really necessary.
  6. Thfpjct

    [QUESTION] Limit number of weapons.

    Ok for some reason when i Summon the Weapon pickup the game just crashes, maybe i did something wrong? Here the "pk3" file to take less time. COLT EXPERIMENTATION GUN.zip
  7. Thfpjct

    [QUESTION] Limit number of weapons.

    Thanks man! This ACS code it's kinda confusing to me now but i will try to learn it, thx again!
  8. Thfpjct

    [QUESTION] Limit number of weapons.

    thanks alot! btw do you know any way that i can make the weapon pickup not instant? like a need to press E on them to pick it up?
  9. Thfpjct

    Darkwater Mod/TC/Idk

    Important Update: The "you have" list has been changed to "Weapons and Use-Items". Weapons will no longer have iron-sights, but they still have Reload (some of them). More weapons and Items have been added, and substituted. Screenshot of the list in my desktop.
  10. Thfpjct

    Darkwater Mod/TC/Idk

    "M_DOOM" Logo, maybe will be changed in the future idk. The Darkwater Mod/TC/Idk its a project that i wanted to make a long time ago, but since my PC is not so cooperative i had difficult find a place to start, but i find Doom II and i think Gzdoom is a good place to start. so... this topic is a list of Features and Ideias for this Project that will may be or not be on the final product, mostly because will be rejected or not worth going trough it. I don't know if is better put this here in DoomWorld or in the Zdoom Forum. Maybe put in Zdoom Forum. Inspirations: - Silent Hill. - Metro Exodus. - Doom 3. - Blade Runner. - Lost in VivO. - The Doom II mod/addon Hideous Destructor. - Hexen/Herectic. - Half-life 1 and 2. - Darkwood (maybe add more later if i remember) Some Features: - Footstep sounds. - Different Monsters. - Ambient Sounds. - More Tactical style. - The Character names are Samuel and Alexander. - the ambient of the game will take place in a fictional city in Germany. Personal Notes: - Finish Weapons Sprites and Decorates - Make some codding shit besides weapons - Levels (A giant City with you can enter in some buildings) - Make the new monsters Weapons and Use-Items: - Axe - Police Pistol - Revolver - Colt pistol - Colt Revolver - Shotgun - Model 1887 Shotgun - Model 1887 small barrel Shotgun - Side-by-side Shotgun - Rifle - Mp40 - Machine-gun - Light Machine-gun - Heavy Machine-gun - Bow-and-arrow - Grenade Launcher - Grenades - Claymore mine - Flamethrower - Flares - Sentry-gun (To be Deployed) More guns and Items may be added soon. Gameplay Mechanics: - Monster that have guns (or its suppose to have guns but don't have) will try to run at you and stole weapons from your hand, mostly small weapons (Like pistols, grenades, mines, etc) and big Heavy guns (Rocket Launcher mostly) they can't stole medium weight weapons (Like shotguns, machine guns, etc). - Some monster don't die in first fatal kill, like in Brutal Doom. - In high difficult, monsters can kill you in 1 hit if they sneak behind you and stab you in the back. - All weapons reload. - Hunger and Weight now exist (can be disable in options). - Monsters can counter-attack melee weapons (hold them when you try to hit them). - Winter Storms happen sometimes in outside places (maybe will be rejected). - Buildings with light sources will run out of energy randomly. - Staying too much time in the dark will make a monster (custom monster: Dark place Being) come and kill will (they kill you in one Hit) use the flashlight to stay alive. - To use a medkit or bandages it will be need to remove armor (maybe will be rejected). - Crates need to be open. - You no longer can automatically grab items from the ground, you will need to press E to pick it up (maybe be rejected or Can be disable in options). - Actual Inventory. - Players can Confuse the Monsters or Stun them with flashlight (turn it on and off really fast or turn on in very dark places). - Players can pick up rocks or empty magazines of ammo to call Monsters attention (or trow them at their heads to make some damage, this will also confuse them). - Bow-and-Arrow don't alert Monsters, and don't need ammo. - Players can make a Fireplace to regenerate Health.
  11. I've been search the whole internet for sprites of this type of shotgun but a don't find it anywhere :( can someone make them for me? or just link me the sprites? kinda like this.
  12. Thfpjct

    [Request] Vertical Double Barrel Shotgun

    It didn't have it
  13. It is okay to use the weapons of Realm667 in my mod? if yes, can i modified them? (Like sprites, animations, behavior)
  14. Thfpjct

    [QUESTION] Weapons of Realm667.

    Thanks!
  15. Thfpjct

    Darkwater Mod/TC/Idk

    Update: I Think i gonna give up making the weapons sprites, because nothing is looking good to me, it doesn't feel like the right style for the game. I going to try to make only if i don't find it sprites online. This one is older
  16. Thfpjct

    Darkwater Mod/TC/Idk

    Update: Logo has been changed. Final Stage of the Character Designs. (screenshots of the original image, because it's too large.) Samuel and Alexander
  17. Thfpjct

    [QUESTION] Sounds in general

    It is okay to use sounds from other games? (not including music)
  18. Thfpjct

    Darkwater Mod/TC/Idk

    Thoughts on this?:
  19. Thfpjct

    Darkwater Mod/TC/Idk

    Question: What do you think about "Parkour Movement" in a game like Darkwater? Ex: - Running on walls. - Climb Edges. - Hookshot etc...
  20. Thfpjct

    Darkwater Mod/TC/Idk

    little updates: More things have been added to the INSPIRATIONS list. I am back at making the mod, pause break is over.
  21. Thfpjct

    Darkwater Mod/TC/Idk

    Some Very old concept arts:
  22. Thfpjct

    I want to play some map wads

    Can you guys share some good atmospheric doom wads?
  23. Thfpjct

    Darkwater Mod/TC/Idk

    Update on what i am doing: Hey, long time no see. Anyway, Unfortunate im currently making a pause on the project, because i am not felling good or either in the mood to do this things right now, i don't know when im going to continue/come back, at least i gonna trying to leave my mind a get bit more clear and calm for everything. thanks for the support, see ya!
  24. Thfpjct

    Official Tutorial Request Thread

    I'd like to know how i can put my own Custom Fonts without the Doomcrap pack.
  25. Thfpjct

    Darkwater Mod/TC/Idk

    Thanks! i will not mix SH and BR, its more about the atmosphere and concepts of them that i am inspiring, not mixing.
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