Search found 167 matches

by Exosphere
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 ...
by Exosphere
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 ...
by Exosphere
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 ...
by Exosphere
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 ...
by Exosphere
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 ...
by Exosphere
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 ...
by Exosphere
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 ...
by Exosphere
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 ...
by Exosphere
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 ...
by Exosphere
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 ...
by Exosphere
Wed Sep 28, 2022 8:44 am
Forum: Scripting
Topic: Teleporter Weapon/Ability Rewrite Help
Replies: 13
Views: 989

Re: Teleporter Weapon/Ability Rewrite Help

Player701 wrote: Wed Sep 28, 2022 8:07 am There is no need for any events, just add a binding for "use TeleportShooter" via KEYCONF. Note that this will work even if you remove the INVBAR flag.
Awesome! Once again, thank you so so much for helping me with this.
by Exosphere
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.
by Exosphere
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 ...
by Exosphere
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 ...
by Exosphere
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 ...

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