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Thfpjct

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Posts posted by Thfpjct


  1. 56 minutes ago, Rhebiz said:

    Well, what you desire probably will lag a lot of peoples computers.

     

    Also what explosion it is (Like a barrel or rocket explosion) could depend on how you code it

     

    Regarding the particles if its a barrel you could add a CUSTOMMISSLE do the death of the object, like this:

     

      Reveal hidden contents

    Actor BorgNailBombBig
    {
        Radius 24
        Height 24
        Speed 20
        Reactiontime 35
        SEESOUND "Weapons/NBBounce"
        DEATHSOUND "Weapons/NailBombExp"
        Scale 1.4
        PROJECTILE
        -SHOOTABLE
        +DOOMBOUNCE
        +RANDOMIZE
        +GRENADETRAIL
        -NOGRAVITY
        +CANBOUNCEWATER
        +BOUNCEONACTORS
        states
        {
        Spawn:
            NBMB A 2 A_Countdown
            NBMB AB 6
            Loop
        Death:
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 0)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 20)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 40)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 60)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 80)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 100)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 120)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 140)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 160)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 180)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 200)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 220)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 240)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 260)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 280)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 300)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 320)
            WSMK E 0 A_CustomMissile("BorgNail1", 4, 2, 340)
            WSMK ABCDE 5
            Stop

        }
    }

    (This is for an enemy when he dies, stuff like borgnail1 in your case are the pieces of dirt, the WSMK E stuff is the name of the sprites)

    in their case (and yours) borgnail1 will need to be defined too. Maybe kinda like this:

     

    ACTOR Whatever is called(Dirt1 lets call it) 16100
    {
      Radius 16
      Height 16
      States
      {
      Spawn:
         Name of your dirt sprite -1
        Stop
      }
    }

     

    To add the angle (X formation) change the third value or the italicized value to 0, 90, 180, 270 (You only need 4 custommissiles)

     

    To add the sprites, put sprites in between the custom missiles. You can use this one:

    image.png.4a26e2ddb531545400e0a8c6a8494e04.png

    (If your using this sprite sheet, credit it to Amuscaria)

     

     

    Uhhhh so I probably didnt explain this the best (Probably explained this real shitty) but I hope I shone at least some light on the subject.

     

    Thank you! this surely will help me to get started.


  2. 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
    	}
    
    

     


  3. #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. 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. 22 hours ago, -TDRR- said:

    Well, looking at the zip, you organized everything wrong. Make your project a .pk3 instead, and organize it like this:
    Sprites go in a directory of the .pk3 called "sprites", Make sure to not include SS_XXXX markers in this folder.

    Compiled ACS goes in "acs" (Not LOADACS, only the compiled file, which in this case is named "PICKUP")

     

    After doing this, i got no crashes at all in ZDoom LE or LZDoom, so you just organized everything incorrectly and that was the cause of the crash.

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


  6. 1 hour ago, -TDRR- said:

    You can do this by expanding on the method i gave you above. You will need an ACS script for this, but i'm going to write it for you. Though, you will need to compile it and put it into your mod.

     

    //=====CODE STARTS HERE========

    #library "PUTTHENAMEOFTHISFILEWITHOUTEXTENSIONHERE"

    #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);}

    //=====CODE ENDS HERE========

     

    Make a new item called "PickupWeapons" (You can name it whatever you want, but change the name above too)

     

    And on the code of the CustomInventory item do this:

    //=====CODE STARTS HERE========

    Actor insertsomenamehere : CustomInventory replaces insertreplacedweaponnamehere

    {

    states

    {

    Spawn:

    //show a sprite here or something

     

    Pickup: //New state, old pickup state was moved to DoPickup

    TNT1 A 0 A_JumpIfInventory("PickupWeapons", 1, "DoPickup")

    Fail

     

    DoPickup:

    TNT1 A 0 A_JumpIfInventory("WeaponLimitCount", 3, "DontPickup") //if the limit has been reached, don't do anything

    TNT1 A 0 A_GiveInventory("WeaponLimitCount", 1) //if not, just give the weapon and add to the counter

    TNT1 A 0 A_GiveInventory("ActualWeaponNameHere")

    Stop

     

    DontPickup:

    TNT1 A 0 A_RailWait //does nothing, just stays there

    Fail

    }

    }

    //=====CODE ENDS HERE========

    Thanks man!

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


  7. On 9/8/2019 at 5:40 PM, -TDRR- said:

    It's kinda weird but in a basic way it goes like this:

     

    Make an inventory item, that has the max amount of weapons you want the player to have. (I mean, if you want 3 max weapons, set Inventory.MaxAmount to 3)

    For the purposes of this guide, Let's assume the inventory item i told you above is called WeaponLimitCount, and it's max amount is 3.


    Now make a CustomInventory item for each weapon. This CustomInventory item is the actual pickup and works like this:

    Actor insertsomenamehere : CustomInventory replaces insertreplacedweaponnamehere

    {

    states

    {

    Spawn:

    //show a sprite here or something

     

    Pickup:

    TNT1 A 0 A_JumpIfInventory("WeaponLimitCount", 3, "DontPickup") //if the limit has been reached, don't do anything

    TNT1 A 0 A_GiveInventory("WeaponLimitCount", 1) //if not, just give the weapon and add to the counter

    TNT1 A 0 A_GiveInventory("ActualWeaponNameHere")

    Stop

     

    DontPickup:

    TNT1 A 0 A_RailWait //does nothing, just stays there

    Fail

    }

    }

    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?


  8. 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.

    image.png.c27c78f750a3df2003e31fd970c9ff1d.png

    Screenshot of the list in my desktop.

     


  9. 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.

     

    p1.png.1c236ec971dab53064b281887ead2081.pngpistolstart.png.4cb2a0476e398f6843c0f23d941a8a93.pngpistol740.png.90f6bfee53c29ccdee5df964a24b33e7.pngpistol744.png.cdaa3d2e7753f38cb77fb90e27c5af8e.png

    This one is older


  10. Update:

    Logo has been changed.

    Final Stage of the Character Designs.

    image.png.9d96f9b1d9f68f796a77f686cd5904a4.png image.png.aad374ae2995176bea372b41efd1d77d.png(screenshots of the original image, because it's too large.)

    Samuel                 and                     Alexander

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