DECORATE guru looking for work
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- DoomRater
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DECORATE guru looking for work
As a DECORATE guru, I often have code and ideas swimming around in my head. I imagine many of them are pretty neat, but there's an awful lot of them and they crowd my head when I try to sleep. And when I don't get sleep, I get cranky.
You guys don't want a cranky Rater, do you?
So, I want to go ahead and make some weapons for people. The only problem is with so many weapons and class concepts I have floating around, I have little focus to work on just one. What I'm going to do instead is list some of the weapon ideas I have here (and in the Armory, in case anyone lokos around there needing weaponry) and see if anyone is building a comparable TC that could use these ideas.
Here are some of those ideas:
-A Ranger and Sorceror class that use a regenerating source to use their starting weapons, as well as new abilities all written from DECORATE (no ACS required!)
-weapons that require fire, altfire, and reloading on both, as well as melee attacks with said weapons (thanks to new actions)
I can also build weapons similar to stuff that already exists, if you're in need of quick building, assuming you have the existing sprites (sounds and/or SNDINFO lump preferred but not required). Almost any weapon you want, I can build.
In the meantime, I'll be working on a new tutorial explaining the power behind CustomInventory and how it works well with KEYCONF to create new actions.
You guys don't want a cranky Rater, do you?
So, I want to go ahead and make some weapons for people. The only problem is with so many weapons and class concepts I have floating around, I have little focus to work on just one. What I'm going to do instead is list some of the weapon ideas I have here (and in the Armory, in case anyone lokos around there needing weaponry) and see if anyone is building a comparable TC that could use these ideas.
Here are some of those ideas:
-A Ranger and Sorceror class that use a regenerating source to use their starting weapons, as well as new abilities all written from DECORATE (no ACS required!)
-weapons that require fire, altfire, and reloading on both, as well as melee attacks with said weapons (thanks to new actions)
I can also build weapons similar to stuff that already exists, if you're in need of quick building, assuming you have the existing sprites (sounds and/or SNDINFO lump preferred but not required). Almost any weapon you want, I can build.
In the meantime, I'll be working on a new tutorial explaining the power behind CustomInventory and how it works well with KEYCONF to create new actions.
You would be my hero if you could do some decorate weapons for my project I'm working on. It would be even more awesome if you could do a little scripting, not too much, but a little. But yeah, if you could make some weapons, I'd be ecstatic. If you're interested, I can PM you or something.
Some shotguns, machine guns, futuristic weapons, melee weapons, the whole bit would be great.
Some shotguns, machine guns, futuristic weapons, melee weapons, the whole bit would be great.
I'm most interested in the charging, (including variable power levels,) method of ammo consumption, the ability to blast through things (ripper?), the range, and visual effect of the blast itself. I suppose adding alwaysgib might be a good addition... haven't really thought about it in relation to human-sized targets, as in Einhander you don't have any of those.
When a damagetype system is available, it would be cool to implement its damage effect on armored targets also.
I've been thinking about how to do it for a while, and I think I may be able to do it, but haven't had the time to work on it. I'm thinking the hardest part will be getting the electric effect to look right.
If you can build the right behavior, I'll find/create graphics.
When a damagetype system is available, it would be cool to implement its damage effect on armored targets also.
I've been thinking about how to do it for a while, and I think I may be able to do it, but haven't had the time to work on it. I'm thinking the hardest part will be getting the electric effect to look right.
If you can build the right behavior, I'll find/create graphics.
- DoomRater
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XDDD Seeing as the weapon charges up (I'm assuming the only thing that changes about the weapon is that it fires for a longer distance? At least, that's all I found out baout the weapon when I looked it up online) I'm already working on a weapon that can do something similar.
Ripper for going through things, definitely. That means the weapon can get massively overpowered quickly if the weapon has a high rate of fire. Range is the easy part- I shoot one of several projectiles depending on a charge level (similar to what I did with my Charge Gun a while back)
Ammo consumption is something I recently thought about too. I'll fire a dummy projectile whose only point is to eat extra ammo. That way I won't have to rely on TakeInventory commands that don't account for Infinite Ammo Cheats.
I'll have code shortly. Turns out a buddy of mine is gonna be here for a day or so more so I have to keep him entertained.
Ripper for going through things, definitely. That means the weapon can get massively overpowered quickly if the weapon has a high rate of fire. Range is the easy part- I shoot one of several projectiles depending on a charge level (similar to what I did with my Charge Gun a while back)
Ammo consumption is something I recently thought about too. I'll fire a dummy projectile whose only point is to eat extra ammo. That way I won't have to rely on TakeInventory commands that don't account for Infinite Ammo Cheats.
I'll have code shortly. Turns out a buddy of mine is gonna be here for a day or so more so I have to keep him entertained.
- Alterworldruler
- Posts: 622
- Joined: Mon Dec 19, 2005 7:31 am
The damage increases as well as the range.DoomRater wrote:XDDD Seeing as the weapon charges up (I'm assuming the only thing that changes about the weapon is that it fires for a longer distance?
It has a pretty low rate of fire. There's at least five seconds of charge time, and the minimum wait time between shots is about a full second. The minimum charge's firepower is pretty pathetic.DoomRater wrote:That means the weapon can get massively overpowered quickly if the weapon has a high rate of fire.
That's what makes it such an interesting weapon - you can use it for large targets or several smaller ones at once - but for single small targets, it's not really worthwhile to use.
Yeah, that's what I was thinking, too.DoomRater wrote:Range is the easy part- I shoot one of several projectiles depending on a charge level (similar to what I did with my Charge Gun a while back)
Sounds good. The charge cycle is what eats ammo here, nothing is expended when the weapon actually fires.DoomRater wrote:Ammo consumption is something I recently thought about too. I'll fire a dummy projectile whose only point is to eat extra ammo. That way I won't have to rely on TakeInventory commands that don't account for Infinite Ammo Cheats.
No problem. I'm only throwing this out there because you wanted a challenge, and I wanted to see it done (though I figured I'd be the one doing it, eventually.)DoomRater wrote:Turns out a buddy of mine is gonna be here for a day or so more so I have to keep him entertained.
- wildweasel
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- DoomRater
- Posts: 8270
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I'll do stx's weapon in like 5 seconds, but only DECORATE code because I'm lazy. >_> (simply change the frame letters to whatever is appropriate)
Code: Select all
ACTOR OverPoweredGun : Weapon
{
Weapon.AmmoUse 1
Weapon.AmmoType "Cell"
+NORADIUSDMG
States
{
Ready:
TNT1 A 1 A_WeaponReady
Raise:
TNT1 A 1 A_Raise
Wait
Lower:
TNT1 A 1 A_Lower
Wait
Fire:
TNT1 A 3 A_FireCustomMissile("OverPoweredProjectile",0,1,0)
TNT1 AAA 3
TNT1 A 0 A_Refire
Goto Ready
}
}
ACTOR OverPoweredProjectile
{
Damage 200
+RIPPER
Projectile
DONTHURTSHOOTER
States
{
Spawn:
TNT1 AA 2 A_Explode(128,200)
Loop
}
}
- DoomRater
- Posts: 8270
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For that you use XWE. Then after you have it in there, (OMG CRASH COURSE ON DECORATE!!!!!) change the TNT1 to the first four letters of the sprite frame you want it to show and change the A to whatever letter comes next for the particular sprite frame you want. (e.g. to make the weapon use PUFFA0 the first letters PUFF replace TNT1 and A is the subletter. You change the subletter for a similar sprite)
EDIT: Oh, and one more thing- for the projectile to actually fire, you'll need to add a line in there that says Speed (enter speed in here) otherwise the projectile will just sit there and not do anything. Hey, idea for Altfire.
EDIT: Oh, and one more thing- for the projectile to actually fire, you'll need to add a line in there that says Speed (enter speed in here) otherwise the projectile will just sit there and not do anything. Hey, idea for Altfire.