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Thfpjct

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Everything posted by Thfpjct

  1. The hands are inspired and some taken from @jazzmaster9 WWII deathMatch Mod for Doom II! i made this because i was bored and i wanted to use those hands for my mod as well so i tried to make as much as i could think of. Link to the Mod: /Idgames: ZdoomForum:
  2. I want to make a Explosion like this, but i don't know where to begin, and how to do it i have been only making Guns all this time. can someone help me with this? thanks for the time. little sketch:
  3. Thfpjct

    I want to make a specific explosion type

    Thank you! this surely will help me to get started.
  4. thanks! i actually didn't even think about it
  5. I Im making some guns for my mod, i only today notice that most os the weapons (that reload) are consuming Twice as much ammo. I don't understand why this is happning so i asking for help. Here is the code: Actor Rifle : Weapon 2300 { Weapon.AmmoType2 "RifleAmmo" Weapon.AmmoUse2 0 Weapon.ammotype1 "Riflereload" Weapon.ammouse1 1 Weapon.ammogive1 15 +Weapon.Ammo_Optional Weapon.Slotnumber 2 Attacksound "Rifle/Fire" Weapon.BobSpeed 2.7 Weapon.BobRangeX 0.5 Weapon.BobRangey 0.5 Weapon.BobStyle Inverse Inventory.PickupMessage "You got the Rifle" Inventory.PickupSound "misc/w_pkup" Weapon.Kickback 150 +Weapon.Noautofire Decal "BulletChip" States { Spawn: RIFL A -1 Loop Select: NULL AA 0 A_Raise RIFG A 1 A_Raise Loop Deselect: NULL AA 0 A_Lower RIFG A 1 A_Lower Loop Ready: RIFG A 1 A_WeaponReady(WRF_ALLOWRELOAD) Loop Fire: TNT1 A 0 A_JumpIfNoAmmo("Reload") TNT1 A 0 A_FireBullets (0, 0, 0, 0, "Bulletpuff") RIFG B 1 A_FireBullets(0, 0, 1, 7, "Bulletsparks") RIFG D 1 A_SetPitch(pitch-0.7) RIFG CB 1 A_SetPitch(pitch+0.2) Goto Ready Reload: TNT1 A 0 A_JumpIfInventory("Riflereload", 15, 2) // If the gun's full, jump 2 states. TNT1 A 0 A_JumpIfInventory("RifleAmmo", 1, "ReloadWork") // If there's extra ammo, reload. RIFG A 1 // Here's where that first line ends up - the gun does nothing and returns to Ready. Goto Ready Reloadwork: RIFR ABCDE 2 TNT1 A 0 A_TakeInventory("RifleAmmo", 1) TNT1 A 0 A_playsound("Rifle/MGout") RIFR F 4 RIFR FGHI 2 RIFR I 7 TNT1 A 0 A_GiveInventory("Riflereload", 15) TNT1 A 0 A_Playsound("Rifle/MGin") RIFR IHF 2 RIFR F 6 RIFR EDCBA 2 RIFG A 2 Goto Ready } } ACTOR Riflereload : Ammo { Inventory.MaxAmount 15 +IGNORESKILL }
  6. What it takes to make a Game/Mod that won't need a copy of Doom to run?
  7. There is any way that i can limit the number of weapons and items in gzdoom?
  8. Thfpjct

    [QUESTION] Limit number of weapons.

    yeah, but anyway, thanks for the patience and help, at least i can make the "Weapon limit".
  9. 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.
  10. 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);
  11. Thfpjct

    [QUESTION] Limit number of weapons.

    thank you man, i didn't know the organization was really necessary.
  12. 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
  13. 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!
  14. 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?
  15. 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.
  16. Thfpjct

    Darkwater Mod/TC/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 name is Samuel - 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 - Trench-Gun - Model 1887 Shotgun - Model 1887 small barrel Shotgun - Side-by-side Shotgun - Rifle - Mp40 - Mp44 - Machine-gun - Heavy Machine-gun - Grenade Launcher - Grenades - Claymore mine - Flamethrower - Flares - Sentry-gun (To be Deployed) More guns and Items may be added soon. Gameplay Mechanics: - Some monster don't die in first fatal kill, like in Brutal Doom. - All weapons reload. - 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. - 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). - 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). - Players can make a Fireplace to regenerate Health.
  17. 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.
  18. Thfpjct

    [Request] Vertical Double Barrel Shotgun

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

    [QUESTION] Weapons of Realm667.

    Thanks!
  21. 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
  22. 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
  23. Thfpjct

    [QUESTION] Sounds in general

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

    Darkwater Mod/TC/Idk

    Thoughts on this?:
  25. 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...
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