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Yeah, I'd love to eventually make a full-fledged TC out of this someday. However, that's going to be a loooong time before that'll happen. I still need to replace the textures. I also haven't even replaced the Cyberdemon and Spider Mastermind yet.
The Silenced Tactical Pistol is also an exclusive weapon to the SpecOps Soldier class. You can't pick up this gun in the game (unless someone drops it). I still need to make a new Titlepic and fix the knifing animation and then I'll go ahead and release it. After that, I'll release some videos for it. I'm going to try and make some commercials for it as well.
Hey guys, so I'm in the process of making my new "commercial" for the upcoming beta and I've got a question for you guys.
Seeing as how this mod now has custom classes and is no longer about a single Exterminator soldier's fight against the bad guys, should I keep the name for this mod "The Exterminator" or should I change it to "Lizard Squad"?
The Exterminator is the name of the unit the main character is with. The Cowboy Lizard, the LSMC Grunt and the Marksman and the SpecOps soldier are with different teams.
The Exterminator is the name of the unit the main character is with. The Cowboy Lizard, the LSMC Grunt and the Marksman and the SpecOps soldier are with different teams.
Oh, I see, I guess it wouldn't make any sense to call it that, then.
Hey guys, it turns out there are actually two bugs that are quite noticable:
*The Revolver is a bit buggy. Reloading doesn't really work. Basically, you can still reload even if you have no ammo. *The Charge Blaster can still shoot its charged shots even when you have no ammo.
actor ChargeBlaster :Weapon 14678 { Inventory.Pickupmessage "You got the Charge Blaster!" obituary "%o was obliterated from %k's Charge Blaster." attacksound "probey/laser" weapon.selectionorder 400 weapon.kickback 200 inventory.icon "STWEAP17" weapon.ammotype "EnergenRod" weapon.ammouse 1 weapon.ammogive 50 states { Spawn: VBUG A -1 LOOP Ready: VBUS A 1 A_WeaponReady loop Deselect: VBUS A 1 A_Lower loop Select: TNT1 A 0 TNT1 A 0 A_TakeInventory("LevelCounter",74) TNT1 A 0 A_TakeInventory("FrameCounter",7) TNT1 A 0 A_TakeInventory("FrameIdle",5) VBUS A 1 A_Raise Wait Fire: VBUF A 1 VBUF A 0 A_PlaySound("probey/laser") VBUF A 2 BRIGHT A_FireCustomMissile("Bustershot",0,1,4,6,0) VBUF B 1 BRIGHT VBUF C 1 BRIGHT VBUF D 1 A_ReFire goto Ready AltFire: VBCH A 2 VBCH B 2 AltHold: TNT1 A 0 A_GiveInventory("FrameIdle",1) //increment the frame duration TNT1 A 0 A_GiveInventory("LevelCounter",1) TNT1 A 0 A_JumpIfInventory("LevelCounter",74,"Level3Loop") Level0Charge: TNT1 A 0 A_JumpIfInventory("LevelCounter",5,"Level1Charge") TNT1 A 0 A_JumpIfInventory("FrameIdle",0,1) //check frame duration Goto Display TNT1 A 0 A_TakeInventory("FrameIdle",5) Goto FrameCheck Level1Charge: TNT1 A 0 A_JumpIfInventory("LevelCounter",20,"Level2Charge") TNT1 A 0 A_JumpIfInventory("LevelCounter",6,2) //First time here? TNT1 A 0 A_PlaySound("weapons/lasercharge",CHAN_WEAPON) TNT1 A 0 A_JumpIfInventory("FrameIdle",3,1) //check frame duration Goto Display TNT1 A 0 A_TakeInventory("FrameIdle",5) Goto FrameCheck Level2Charge: TNT1 A 0 A_JumpIfInventory("FrameIdle",2,1) Goto Display TNT1 A 0 A_TakeInventory("FrameIdle",5) Goto FrameCheck Level3Loop: TNT1 A 0 A_JumpIfInventory("LevelCounter",0,2) //First time here? TNT1 A 0 A_PlaySound("weapons/ccchargeloop",CHAN_WEAPON,1,1) TNT1 A 0 A_JumpIfInventory("FrameIdle",1,1) Goto Display TNT1 A 0 A_TakeInventory("FrameIdle",5) Goto FrameCheck FrameCheck: TNT1 A 0 A_GiveInventory("FrameCounter",1) TNT1 A 0 A_JumpIfInventory("FrameCounter",0,1) //check frame letter Goto Display TNT1 A 0 A_TakeInventory("FrameCounter",7) Goto Display
Display: TNT1 A 0 A_JumpIfInventory("LevelCounter",0,"FullDisplay") TNT1 A 0 A_JumpIfInventory("FrameCounter",1,3) VBCH C 1 BRIGHT TNT1 A 0 A_Refire Goto ShotSelect TNT1 A 0 A_JumpIfInventory("FrameCounter",2,3) VBCH D 1 BRIGHT TNT1 A 0 A_Refire Goto ShotSelect TNT1 A 0 A_JumpIfInventory("FrameCounter",3,3) VBCH E 1 BRIGHT TNT1 A 0 A_Refire Goto ShotSelect TNT1 A 0 A_JumpIfInventory("FrameCounter",4,3) VBCH F 1 BRIGHT TNT1 A 0 A_Refire Goto ShotSelect TNT1 A 0 A_JumpIfInventory("FrameCounter",5,3) VBCH G 1 BRIGHT TNT1 A 0 A_Refire Goto ShotSelect TNT1 A 0 A_JumpIfInventory("FrameCounter",6,3) VBCH H 1 BRIGHT TNT1 A 0 A_Refire Goto ShotSelect VBCH I 1 BRIGHT TNT1 A 0 A_Refire Goto ShotSelect FullDisplay: TNT1 A 0 A_JumpIfInventory("FrameCounter",1,3) VBCH C 1 BRIGHT TNT1 A 0 A_Refire Goto FullChargeShot TNT1 A 0 A_JumpIfInventory("FrameCounter",2,3) VBCH J 1 BRIGHT TNT1 A 0 A_Refire Goto FullChargeShot TNT1 A 0 A_JumpIfInventory("FrameCounter",3,3) VBCH K 1 BRIGHT TNT1 A 0 A_Refire Goto FullChargeShot TNT1 A 0 A_JumpIfInventory("FrameCounter",4,3) VBCH L 1 BRIGHT TNT1 A 0 A_Refire Goto FullChargeShot TNT1 A 0 A_JumpIfInventory("FrameCounter",5,3) VBCH M 1 BRIGHT TNT1 A 0 A_Refire Goto FullChargeShot TNT1 A 0 A_JumpIfInventory("FrameCounter",6,3) VBCH N 1 BRIGHT TNT1 A 0 A_Refire Goto FullChargeShot VBCH O 1 BRIGHT TNT1 A 0 A_Refire Goto FullChargeShot
ShotSelect: TNT1 A 0 A_JumpIfInventory("LevelCounter",20,"MidChargeShot") TNT1 A 0 A_StopSound(CHAN_WEAPON) VBMC A 0 A_PlaySound("probey/laser") VBMC A 2 BRIGHT A_FireCustomMissile("Bustershot",0,1,4,6,0) VBMC B 0 BRIGHT A_TakeInventory("EnergenRod",1) VBMC C 2 VBCH BA 2 Goto CleanUp
MidChargeShot: VBMC A 3 BRIGHT A_PlaySound("weapons/laser",CHAN_WEAPON) VBMC B 2 BRIGHT A_FireCustomMissile("Lasershot",0,1,4,6,0) VBMC B 0 BRIGHT A_TakeInventory("EnergenRod",5) VBMC C 3 VBCH BA 2 Goto CleanUp
FullChargeShot: VBCH C 1 BRIGHT A_StopSound(CHAN_WEAPON) VBFC A 3 BRIGHT A_PlaySound("weapons/laserchargeshot",CHAN_WEAPON) VBFC B 2 BRIGHT A_FireCustomMissile("Chargeshot",0,1,4,6,0) VBFC B 0 BRIGHT A_TakeInventory("EnergenRod",10) VBFC C 2 VBFC D 5 VBFC E 2 VBCH C 2 VBCH B 2 VBCH A 3
CleanUp: TNT1 A 0 A_TakeInventory("LevelCounter",74) TNT1 A 0 A_TakeInventory("FrameCounter",7) TNT1 A 0 A_TakeInventory("FrameIdle",5) TNT1 A 0 A_Refire //!!!!! goto Ready } }
Also, the commercial I've been making for this is almost complete. I've got about 80% of the movie animated. After that, all I have to do is add in the backgrounds, record the voices and record some short gameplay clips.
You need a check for spare bullets at the beginning of the Revolvers reload state. At the moment, by the time the check for spare ammo is made, it's already loaded one bullet.
It's a similar situation with the Charge Blaster: you've made no checks against the players remaining ammo and thus there's no way for it to fail. Bear in mind that A_TakeInventory simply removes items from inventory and that if there's less than the defined amount in the inventory, it simply removes all of the item: It does not fail under any circumstance because it's the job of A_JumpIfInventory/A_JumpIfNoAmmo to check for sanity.
Jumpifinventory won't work if the weapon is empty (equals 0) because if you put in 0 it'll just jump forward... if jumpifinventory is 0, it'll only jump if you are the MAXIMUM of that item. Well, technically speakin it'd work if you'd go like jumpifinventory 1 once because then it'd jump if you have at least one round left, thus you could make
A_JumpIfInventory("Cylinder",1,1) goto Ready etc.
Cuz if it didn't find anything in the cylinder it'd continue to (goto Ready) thus not reloading and staying in the ready state.
Same can be used for the charged blast... just put it infront of the 'addlevel', I suppose that's what determines how strong the shot will be. Instead just make it loop the AltHold (A_JumpIfNoAmmo("AltHold OR chargelevel1/2/3 or whatever")) so it 'll never fail, just keep doing the same thing untill you release the alt fire, if I'm correct... then again I'm still a newb.
Right now I'm trying to fix the revolver. I tried messing with the reload states, but it's still not working. I renamed the LoadedMagazine state to LoadBullet and Reload state to EmptyChamber in hopes of trying to make it easier for me to identify what each state does but that didn't work out so well...
So here's the rundown of what to expect for this version.
*Brand New Unique Classes: The Exterminator Player (Default guy, comes equipped with the .45 Pistol) LSMC-Grunt (comes equipped with a unique weapon, the M4-A1 Assault Rifle) Marksman (comes equipped with an Infantry Rifle) Cowboy Lizard (comes equipped with a unique weapon, the Revolver) Spec-Ops Soldier (comes equipped with two unique weapons, the Silenced Machine Pistol and the Silenced Tactical Pistol)
*The Fullscreen HUD is completely redone. *Lowered the number of shells you can load in the Combat Shotgun from 8 to 6. *Lowered the number of max shells you can carry. It's up from 50 to 30 without backpack and 100 to 80 with backpack. *Increased the max amount of ammo you can carry for the Charge Blaster and Flamethrower. You can carry up to 200 without the backpack and 400 with the backpack for the Charge Blaster and you can carry up to 300 without the backpack and 600 with the backpack for the Flamethrower. *Brand new inventory item, the Sentry Turret! *Completely redesigned and revamped the Charge Cannon (Now called the Charge Blaster)! New Decorate coding courtesy of Doomrater. Now you can hold down the Alt-fire button to charge the weapon!
There are still a few bugs in it (namely the revolver and charge blaster) but as far as everything else goes, it all works. So go and try it out folks!