[WIP] Project MSX [Gameplay Mod] Beta 1 release!

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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby DoomRater » Tue Sep 13, 2011 9:26 am

Xaser wrote:Create a second inventory item -- let's call it "ActionItem" -- inherited from CustomInventory, that gives the token item in the Use state for a single tic (then takes it away). Give this item to the player at the start (i.e. Player.StartItem), but make sure it has -INVBAR.

Caught something that made me go yuck. I prefer to have an item that is given to the player, and have the check in the weapon take it away to that. However, the best method I've seen and I forget if I also worked that part out myself was to have an item that gives the token item to the player, and a second item that takes away the token item. What one would do is bind the giving item to pressing a key down and the taking item to releasing the same button.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby NeuralStunner » Tue Sep 13, 2011 11:38 am

DoomRater wrote:What one would do is bind the giving item to pressing a key down and the taking item to releasing the same button.
Which only works in SP or other situations where cheats are allowed.

Whereas anyone can use (via bind) an item they're carrying, visible or no.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby DoomRater » Tue Sep 13, 2011 12:49 pm

NeuralStunner wrote:
DoomRater wrote:What one would do is bind the giving item to pressing a key down and the taking item to releasing the same button.
Which only works in SP or other situations where cheats are allowed.

Whereas anyone can use (via bind) an item they're carrying, visible or no.


What?

Lemme re-explain what is going on here- it is an inventory item in both cases giving and taking the inventory dummy control item. They are simply bound to a keypress and a keyrelease using the alias. So unless an inventory item cannot take an item internally I don't see the problem.

edit: this code is likely incomplete but it demonstrates the important parts.
Code: Select allExpand view
ACTOR newkeydown : Inventory
{
   states
   {
       TNT1 A 0 A_GiveInventory(newkeyflag)
   }
}

ACTOR newkeyup : Inventory
{
   states
   {
       TNT1 A 0 A_TakeInventory(newkeyflag)
   }
}

ACTOR newkeyflag : Inventory
{ }


Your KEYCONF has this in it...
Code: Select allExpand view
alias +newkey "use newkeydown"
alias -newkey "use newkeyup"
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby NeuralStunner » Tue Sep 13, 2011 12:56 pm

Apologies, I misread.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby marble » Tue Sep 13, 2011 4:14 pm

here's an idea: being able to have a round in the chamber, would work wonderfully with that mega-nail shotgun, making it able to hold a total of five rounds (4 in mag + 1 in chamber)
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Mikk- » Tue Sep 13, 2011 5:15 pm

... that would be absurdly overpowered. I mean.. 2 shots can take out every non Boss monster [cyberdemon & spidermastermind]
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby marble » Tue Sep 13, 2011 7:14 pm

maybe it could be toned down a bit then, altrough it is awesome as it is.
or, the ammo capacity could be decreased to 3, + 1 in the chamber.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby bleant » Wed Sep 14, 2011 11:48 am

Then it would make absolutely no difference at all .-.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Xaser » Wed Sep 14, 2011 2:34 pm

Keep it as-is. If the ammo counter shows four shots left , then there had better be exactly four shots left. ;)
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Se7eNytes » Wed Sep 14, 2011 8:51 pm

Tiny, nearly unnoticeable bug - Punching barrels plays the sound when you punch living things.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby insightguy » Wed Sep 14, 2011 10:06 pm

suggestion:
all weapons have alt fire modes that switch with a button. ex. assault rifle 3 burst switch from full auto
and we really need a plasma based weapon. may i suggest one with an overheat also and beam like instead of balls of rapid plasma
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Princess Viscra Maelstrom » Thu Sep 15, 2011 3:04 pm

I like the idea of that assualt rifle 3 burst shot. Would be incredibly useful against those quick moving soldiers.
I think MSX's already said that (s)he's going to add another plasma based weapon as a crowd control device, since it's rather hard managing large crowds of enemies atm.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Estopolis » Thu Sep 15, 2011 6:27 pm

For large crowds of monsters I throw 2-4 grenades and that clears out the bulk of them pretty well.
I would like to see a weapon made for larger crowds though.

Can't wait to see what else gets added in. :D
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby bleant » Thu Sep 15, 2011 9:08 pm

Estopolis wrote:For large crowds of monsters I throw 2-4 grenades and that clears out the bulk of them pretty well.
I would like to see a weapon made for larger crowds though.

Can't wait to see what else gets added in. :D


It works if you aren't killed before they explode.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby amv2k9 » Sun Sep 18, 2011 1:26 pm

G/ZDoom Log wrote:Actor "HEGrenade" defined more than once.

Just thought I'd point out that small error. That's actually what the Hi-Explosive Grenade from Strife is called internally. Also, the PunchPuff actor seems to be defined twice.

And speaking of Strife, if you're looking for a replacement for the invisibility pickup sprite, you could use an edit of Strife's Shadow Armor, since it looks a lot like the suit the player wears in MSX. It's just that it seems kind of odd to have the PINS graphics in the wad when you're already running this on a Doom/Doom 2/Final Doom IWAD, and it's my understanding that you can't release something with unedited resources from an IWAD.
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