Search found 167 matches
- Tue Jun 20, 2023 9:52 am
- Forum: Scripting
- Topic: Need help with armor scripting
- Replies: 2
- Views: 285
Need help with armor scripting
As the title suggests, I need assistance on the development of a particular type of armor I want to have in my mod. In the game Cruelty Squad, It has an armor system where there is a chance for a particular armor item to completely negate an attack. Said item is the Composite Helmet . I want to ...
- Thu Feb 23, 2023 12:13 pm
- Forum: Assets (and other stuff)
- Topic: System Shock Enemy Sprites
- Replies: 1
- Views: 859
System Shock Enemy Sprites
Is anyone aware if a pack containing all the enemy sprites from the first System Shock game has been made and configured for Doom? My attempt in extracting them directly from System Shock files has made me learn that all the sprites are contained in two files: objart2.res and objart3.res . And its a ...
- Sun Nov 13, 2022 8:03 pm
- Forum: Scripting
- Topic: [SOLVED] RailAttack Offset Reconfiguring
- Replies: 5
- Views: 699
Re: RailAttack Offset Reconfiguring
If you want it to apply to only your railgun, you have to edit one of the many parameters of A_RailAttack, namely spawnofs_z. By default attacks start at 36 units and the camera view is set to 41 units, meaning you have to set the spawn offset to be 5. Awesome, That did the trick! Thank you! Its ...
- Sun Nov 13, 2022 11:32 am
- Forum: Scripting
- Topic: [SOLVED] RailAttack Offset Reconfiguring
- Replies: 5
- Views: 699
[SOLVED] RailAttack Offset Reconfiguring
I've noticed that the where the beam actually hits when using A_RailAttack is significantly lower than where a person is actually aiming, directly under the crosshair by a lot. I know that A_FireBullets behave the same way, but the distance from where the bullets actually hit and the crosshair is ...
- Sun Oct 16, 2022 3:37 pm
- Forum: Scripting
- Topic: Non-RIPPER Piercing Projectiles?
- Replies: 8
- Views: 699
Non-RIPPER Piercing Projectiles?
As the title implies, is it possible to have piercing projectiles that don't need the RIPPER tag? This is my current Plasma projectile definition: class Plasma : FastProjectile { Default { Radius 13; Height 8; Speed 100; Damage 1; Projectile; +RIPPER +ALLOWPARTICLES //+RANDOMIZE RenderStyle "Add ...
- Sun Oct 02, 2022 8:58 pm
- Forum: Scripting
- Topic: Need help tweaking a weapon with regenerating ammo
- Replies: 3
- Views: 387
Re: Need help tweaking a weapon with regenerating ammo
From what i see, you nearly have all you need. Simply changing the condition to the regeneration should suffice. Something like if (depleted) { if (level.time % 80 == 0) //regenerate ammo { ammo1.amount = clamp(ammo1.amount + ammo_regen_per_tick, 0, ammo1.maxAmount); } } Since it can only recharge ...
- Sat Oct 01, 2022 9:10 pm
- Forum: Scripting
- Topic: Need help tweaking a weapon with regenerating ammo
- Replies: 3
- Views: 387
Need help tweaking a weapon with regenerating ammo
I currently have a sniper rifle that recharges its ammo very slowly over time, similar to the weapon from Destiny, the Ice Breaker: For those unfamiliar. I would like to change how the gun regenerates its ammo, but I am not sure how I would rewrite it. What I would like the gun to do is to recharge ...
- Sat Oct 01, 2022 10:37 am
- Forum: Scripting
- Topic: Piercing A_FireBullets Attack?
- Replies: 6
- Views: 692
Re: Piercing A_FireBullets Attack?
If you look at A_RailAttack on the wiki, you can see that it has a spawnofs_z argument which should do exactly what you want. Though I don't understand one thing, you want the rail attack to fire where the player is pointing the cursor, but normal hitscan attacks also shoot from the exact same ...
- Sat Oct 01, 2022 6:33 am
- Forum: Scripting
- Topic: Piercing A_FireBullets Attack?
- Replies: 6
- Views: 692
Re: Piercing A_FireBullets Attack?
To answer the second part, it is also possible to adjust the player view height and attack z offset in the player definition so that attacks hit exactly where the crosshair is pointing. However, this does mean that things look/behave slightly differently to default Doom. Thats what I have heard ...
- Fri Sep 30, 2022 6:42 am
- Forum: Scripting
- Topic: Piercing A_FireBullets Attack?
- Replies: 6
- Views: 692
Piercing A_FireBullets Attack?
Is it possible to configure A_FireBullets (Or any of the other hitscan attack functions that can be used by the player) in such a way where they pierce enemies, like A_RailAttack? If what I am asking in the above question is not possible, how can I configure A_RailAttack to make the beam and hitscan ...
- Wed Sep 28, 2022 8:44 am
- Forum: Scripting
- Topic: Teleporter Weapon/Ability Rewrite Help
- Replies: 13
- Views: 989
- Wed Sep 28, 2022 7:49 am
- Forum: Scripting
- Topic: Teleporter Weapon/Ability Rewrite Help
- Replies: 13
- Views: 989
Re: Teleporter Weapon/Ability Rewrite Help
Thank you so, so much for your help, Player. I do have one question though.
Is it still possible for me to map this new teleport ability to an event manager like my original version? I would like to be able to bind it to the F key in-game.
Is it still possible for me to map this new teleport ability to an event manager like my original version? I would like to be able to bind it to the F key in-game.
- Thu Sep 22, 2022 10:36 am
- Forum: Scripting
- Topic: Teleporter Weapon/Ability Rewrite Help
- Replies: 13
- Views: 989
Re: Teleporter Weapon/Ability Rewrite Help
Sorry for a late reply. Thank you very much for the description. Unfortunately, I won't be able to provide an extensive answer until the beginning of the next week at the very least (because I'm not at home right now and not due to return until then). But I see you mentioned telefragging, this won ...
- Sat Sep 17, 2022 2:43 pm
- Forum: Scripting
- Topic: Teleporter Weapon/Ability Rewrite Help
- Replies: 13
- Views: 989
Re: Teleporter Weapon/Ability Rewrite Help
Now, for the next question: Does anyone know what I would need to add/write to make this ability function exactly like the Dire Orb? Unfortunately, I've never played Quake Champions so I don't know how the Dire Orb is supposed to function. But I might be able to help if you could describe it to me ...
- Mon Sep 12, 2022 10:07 am
- Forum: Scripting
- Topic: Teleporter Weapon/Ability Rewrite Help
- Replies: 13
- Views: 989
Teleporter Weapon/Ability Rewrite Help
One of the abilities my mod has is a "personal teleport" that is meant to function virtually identically to Ranger's Dire Orb from Quake Champions. With the assistance of others, I was able to write something that functions similar to the Dire orb, but not entirely. The code itself is also pretty ...