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PostPosted: Wed Jul 13, 2005 4:27 am
by chaoscentral
o... oops for got about getting rid of starting equipment... cancel that idea

PostPosted: Thu Jul 14, 2005 5:31 pm
by Talonos
That doesn't fit with any kind of even semi-RPG environment.
Agility = speed.
More agility = more speed.


Actually, in terms of firing speed, XP, and therefore level, does make a difference. Example, Dungeons and Dragons, Magic missile. At level one, you can fire one missile per round. At level nine, you can shoot five per round. To port this to doom, make it so at level nine your firing speed for magic missile is five times higher. Thus, your XP affects your firing speed.

Also, in most RPG environments, you gain agility by gaining levels. Thus, XP = agility and agility = speed. Stick in the transitive property, and you get XP = speed.

Anyway...

So, there is no way to make a pwad that you, say, load up with doom2.wad and it will run the scripts in a script library?

PostPosted: Thu Jul 14, 2005 10:18 pm
by DoomRater
Actually a lot of the weapon changes could be done in DECORATE. I'm planning to use upgradable weapons as well, where you get a weapon and it gets better when you have different items in your inventory. Or even for example, making an item that makes a weapon behave in a certain way for a period of time (although THAT might require a script, since DECORATE items don't seem to have a concept of time in them)

PostPosted: Fri Jul 15, 2005 5:03 am
by Darkhaven
This is how I did it in the Punisher TC along with added code for an RPG-like levelup system.

ACSLIB.acs
Code: Select allExpand view
#include "zcommon.acs"

int experience, level=0;

int agi,vit,stg,ntl,wis=50;
int oldstat;
//RPG-LIKE SHIT

function void LevelUpStats(void) //criminally inefficient level-up function
{

  oldstat == agi;
  oldstat / level;
  agi += oldstat;
  oldstat == vit;
  oldstat / level;
  vit += oldstat;
  oldstat == stg;
  oldstat / level;
  stg += oldstat;
  oldstat == ntl;
  oldstat / level;
  ntl += oldstat;
  oldstat == wis;
  oldstat / level;
  wis += oldstat;
  oldstat == 0;

}
Script 800 (int addexp)
{

  if(experience >= 500)
  {
    level++;
    LevelUpStats();
    experience==0;
    experience += addexp;
  }
  else
  {
    experience += addexp;
    if(experience >= 500)
      experience==0;
      level++;
      LevelUpStats();
  }

//WEAPONS SHIT
Script 900 ENTER
{

  ClearInventory();
  GiveInventory("Fists", 1);

}

Script 901 RESPAWN
{

  ClearInventory();
  GiveInventory("Fists", 1);

}

Script 902 OPEN
{

 ACS_Execute(900, MAPNUM, 0, 0, 0);

}



MAP01's SCRIPTS lump
Code: Select allExpand view

#define MAPNUM 1

#import "ACSLIB.acs"



MAP14's SCRIPTS lump
Code: Select allExpand view

#define MAPNUM 14
#import "ACSLIB.acs"



See the pattern here?

EDIT: As soon as I figure out something cool, it gets ignored. How ironic.

PostPosted: Sun Jul 17, 2005 6:08 pm
by DoomRater
I see what you're trying to do... however, I have a feeling DECORATE can do most if not all of what you want better. Mostly because it won't have to be stuck in every map, can be accessed by the weapns themselves more easily, and won't fail if you don't have the script compiled for a map just yet.

PostPosted: Mon Jul 18, 2005 12:05 am
by Darkhaven
That's entirely true, but this is for people still using "real" builds of ZDoom.

PostPosted: Mon Jul 18, 2005 1:24 am
by DoomRater
It'll work there too, I'm sure.

PostPosted: Mon Jul 18, 2005 11:15 am
by Caligari87
HobbsTiger1 wrote:I agree with Belial. I'm well adjusted to playing Doom with the set player speeds (running and walking) and adjusting them either way would just throw me.


Hehehe... you wouldn't like my RealCombat mod. I've dropped player speed to an unheard-of level, because it's an RL combat simulation, and even Doomguy's walking seems to be about 25mph. He runs about 5mph in my mod and slows even more for healing purposes.

8-)

PostPosted: Mon Jul 18, 2005 12:44 pm
by DoomRater
Caligari, are you planning on changing the doomguy's height a bit? Making him a tad shorter like in that MARINES.WAD would help balance out the issue of being slower.

PostPosted: Tue Jul 19, 2005 10:06 am
by Risen
Caligari_87 wrote:He runs about 5mph in my mod and slows even more for healing purposes.


I should hope he runs faster than that.

A fast walk is just around 4mph.
A well-trained human can sprint faster than 20mph.

PostPosted: Tue Jul 19, 2005 10:16 am
by DoomRater
That's what the sprint bar was finally introduced for in newer games, because a human can't keep up a 20mph sprint with 40 pounds of gear for very long.

PostPosted: Tue Jul 19, 2005 11:54 am
by Phobus
Hmmm... but it is something that you miss out on a little though, not being able to go at a fast pace forever...

PostPosted: Tue Jul 19, 2005 12:34 pm
by DoomRater
That's what Doom's 45mph running speed was for!