Here's something I've been working on for a little while. The ZScript Weapons Library attempts to ease the creation of weapons with features beyond those present in the original Doom engine games. This is only version 0.1.0, so several important features are missing (i.e. those related to non-hitscan weapons), but it should give you an idea of what will be possible in the final version. I haven't created a tutorial (yet), but there are several example weapons in the demo, and the ZWeapon class is fairly well documented.
Okay, standing in liquid should be fixed, now. I was positioning casings using pos.z + player.viewHeight, instead of player.viewZ. I didn't see any problem with tracers, while standing in liquid, though I might have missed something. As for jumping, if you mean that casings seem to fly off in odd directions, I don't think that's a bug. It's just the effect of gravity.
Pompous Seed wrote:Much appreciated. I think this has reached a point where I can use it now. I haven't quite delved into the technicalities of zscript yet, though. So expect a question or two if I hit any bumps.
Sure. If you find any more bugs, feel free to open a new issue on GitLab.
dodopod wrote:Sure. Send me the model, and I'll see what I can do.
Hey! Sorry I took 10 billion years to get back to this. Here's a custom bullet tracer mesh I made for you.
It has been pre-scaled such so that the Actor's "Scale" property and the model's scale in map units is synchronized, for example: Scale 100 would make the mesh 100 map units long. The origin is in the center of the mesh. Feel free to further tweak the scale, and maybe texture colour, to whatever you feel suits this SDK's aesthetics better. :)
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