"Reload" state in DECORATE

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Expand view Topic review: "Reload" state in DECORATE

by wildweasel » Sun Aug 28, 2005 12:25 am

chaoscentral wrote:That could work if people want multiple reloads
Indeed...it would work quite well if one wished to, say, emulate the M4-Masterkey combo (Colt M4 rifle with attached XM-26 shotgun).

by chaoscentral » Sat Aug 27, 2005 6:21 pm

if anything the two properties could be

Code: Select all

ClipSize1 //Attack
ClipSize2 //AltAttack

Code: Select all

States
{
Reload:
   ...
   ...
   ...
AltReload:
   ...
   ...
   ...
}
That could work if people want multiple reloads

by Chris » Sat Aug 27, 2005 3:50 am

Perhaps make the small ammo amount the same as a clip size for a given weapon (would be kinda silly if you could pick up 16 round clips and only fire 10 shots before reload)? And then have a +RELOADS flag or something..

by Post » Sat Aug 27, 2005 2:31 am

*Bumpie!*
Does Graf Zahl has any thoughts 'bout this stuff?
He has no post in this thread , and i really want to know , will this Reload-stuff appear in later versions of Zdoom?

by ace » Sat Aug 20, 2005 12:33 pm

This would surely make DECORATE weapons making easier.

by DoomRater » Fri Aug 19, 2005 3:10 pm

wildweasel wrote:This would make things much easier, not to mention it would allow for weapons that reload and have a secondary fire without convoluting the Decorate code.
Not to mention the ammo display! Putting the clip left of the ammo type would be nice, instead of making a seperate ammo display.

by masterofpsi » Fri Aug 19, 2005 7:38 am

*points at WW* im with him!

ok seriously. that would be cool, because then someone could make a total copy of half life for the doom engine :shock: heh heh heh... can you imagine? hitting an imp with a gluon gun? :twisted: :BFG:

by Post » Fri Aug 19, 2005 2:08 am

That's what i'm talkin' about...
This Stuff will be perfect , if reloading function can be Bindable...As an alt.fire now.

by wildweasel » Fri Aug 19, 2005 1:53 am

This would make things much easier, not to mention it would allow for weapons that reload and have a secondary fire without convoluting the Decorate code.

"Reload" state in DECORATE

by Post » Fri Aug 19, 2005 1:52 am

How 'bout that?
Something like this is existing in Edge...That'll be a nice solution for Gunsmiths who loves Decorate...
Imagine , you don't have to add lots of A_JumpIfInventory stuff...
Just declare how many ammunition clip can hold , like:

Actor blablabla
{
Weapon.SelectionOrder 200
Inventory.PickupMessage "got the blablabla gun"
Inventory.PickupSound "misc/blablabla"
Weapon.AmmoGive 24
Weapon.AmmoUse 1
Weapon.Kickback 10
AttackSound "weapons/Blam"
ClipHold 18

and then , we have only to fill the Reload state...Like:

States
{
...
Reload
BLAG ABCDE 3
BLAG F 3 A_Reload
Goto Ready

How 'bout this idea?
I think it's tough...

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