Lizard Squad: A cartoony ZDoom mod - Version 5.2b release!

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Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release

Postby <propro> username » Thu Apr 21, 2011 10:10 am

Script error, "lizardsquad.WAD:MAPINFO" line 2:
Intermission: Unknown top level keyword
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Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release

Postby Sodaholic » Thu Apr 21, 2011 10:19 am

<propro> username wrote:Script error, "lizardsquad.WAD:MAPINFO" line 2:
Intermission: Unknown top level keyword


Are you using the latest version of ZDoom? (as in, the SVN versions)
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Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release

Postby lizardcommando » Thu Apr 21, 2011 1:08 pm

<propro> username wrote:Script error, "lizardsquad.WAD:MAPINFO" line 2:
Intermission: Unknown top level keyword


You need to use the latest SVN version of ZDoom. Please read the textfiles next time.
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Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release

Postby lizardcommando » Tue May 24, 2011 3:51 pm

Image
Image

Alright, so this custom class/functioning vehicle may or may not end up in the next beta. If it does, that would be pretty damn awesome. The problem is trying to get this thing to actually work.

I can't seem to get the bullet projectiles to spawn correctly out of the gun. Also, I need to find a way to have it so that when you select this class, you can't use any other gun. I also can't seem to use a custom set of sounds for this class as well. It keeps playing the default player's sounds. If I were to make this an item, I would need to find a way to have it so that the player can jump in and out of the vehicle at any time. That, I know, is going to be a HUUUUGE pain in the ass to deal with, so in the end, I might just leave this as a custom class.

Here's the DECORATE for the LVArmor's weapon:

Code: Select allExpand view
ACTOR PlayerLVWeapon : Weapon 14448
{
   +NOEXTREMEDEATH
   +NOALERT
   +WEAPON.CHEATNOTWEAPON
      inventory.pickupmessage "It's an LVArmor! Let's take it for a spin!"
      Obituary "%o was taken down by %k's LVArmor."
   States
   {
   Spawn:
      LVAI A -1
      LOOP
   Ready:
        LVFP A 0 A_PlaySound("lvarmor/attack")
   LVFP A 2
   LVFP A 2
   LVFP A 2
      LVFP A 1 A_WeaponReady
   Goto Ready+4
   Deselect:
      LVFP A 1 A_Lower
      Loop
   Select:
      LVFP A 1 A_Raise
      Goto Select
   Fire:
      LVFF A 0 BRIGHT A_GunFlash
     LVFF A 0 A_AlertMonsters
      LVFF A 0 A_PlaySound("weapons/exarshoot")
      LVFF A 2 BRIGHT A_CustomMissile("MechShot",0,0,-54,26,0)
      LVFF B 1
     LVFF C 0 BRIGHT A_GunFlash
     LVFF C 0 A_PlaySound("weapons/exarshoot")
      LVFF C 2 BRIGHT A_CustomMissile("MechShot",0,0,-54,28,0)
     LVFF B 1 A_Refire
      Goto Ready+4
     AltFire:
     LVFP A 1 A_PlaySound("lvarmor/melee")
      LVFM A 3
      LVFM B 1
      LVFM B 4 A_CUSTOMPUNCH(11.5,0,1,"PlayerLVClawHit")
      LVFM A 3
      LVFP A 3
      Goto Ready+4
   Flash:
      TNT1 A 1 BRIGHT A_Light1
      TNT1 A 0 BRIGHT A_Light0       
      stop
  }

}


Here's the custom playerclass:

Code: Select allExpand view
actor LVARMORPlayer : PlayerPawn
  {
  Speed 1
  Health 500
  Radius 24
  Height 64
  Mass 200
  PainChance 255
  Player.ColorRange 112, 127
  Player.MaxHealth 500
  Player.DisplayName "LVArmor"
  Player.SoundClass "LVarmorPlayer"
  Player.StartItem "PlayerLVWeapon"
  Player.WeaponSlot 1, "PlayerLVWeapon"
  States
  {
  Spawn:
    LVAP A -1
    Loop
  See:
    LVAP ABCD 4
    Loop
  Missile:
    LVAP E 3
   LVAP F 3 BRIGHT
    Goto Spawn
  Melee:
    LVAP G 5
    LVAP H 3   
    Goto Missile
  Pain:
    LVAP I 4
    LVAP I 4 A_Pain
    Goto Spawn
  Death:
    LVAP J 5 A_PlayerScream
    LVAP K 5
    LVAP L 20
   EXP3 A 0 A_PlaySound("weapons/boom")
    EXP3 ABC 2 BRIGHT A_EXPLODE
    EXP3 A 0 A_NoBlocking
    EXP3 B 0 A_SPAWNITEMEX("MechDebris1", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4, 128)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris2", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris2", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris3", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris3", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris4", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4, 128)
    EXP3 DEF 2 BRIGHT   
    EXP3 GHI 2 BRIGHT
    EXP3 JK 2
    EXP3 L 2
    Stop
  }
}


And here's the SNDINFO stuff:

Code: Select allExpand view
$playersound           LVARMORPlayer  male    pain     lvarmor/pain
$playersound           LVARMORPlayer  male    death     dsmecdth


Any help would be greatly appreciated.
Last edited by lizardcommando on Tue May 24, 2011 4:21 pm, edited 1 time in total.
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Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release

Postby DoomRater » Tue May 24, 2011 3:55 pm

Damn I used to know how to accomplish everything on that list except the speed slowdown without ACS... (that speed thing will likely require it unless there's finally a perfectly working class morpher now)
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Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release

Postby lizardcommando » Tue May 24, 2011 4:21 pm

Ok, forget about the player speed thing. I just figured that out. Still need help with the other stuff. :(
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Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release

Postby lizardcommando » Wed May 25, 2011 7:13 pm

Dammit, this coding is still pissing me off! I don't know what I'm doing wrong. I set up the Viewheight and the AttackZOffset to what I want, but this class's weapon is still not working! The projectiles won't come out of the gun properly.

Code: Select allExpand view
actor LVARMORPlayer : PlayerPawn
  {
  Speed 0.5
  Health 350
  Radius 24
  Height 64
  Mass 200
  +NOBLOOD
  PainChance 255
  Player.ColorRange 112, 127
  Player.MaxHealth 350
  Player.ViewHeight 52
  Player.AttackZOffset 22
  Player.DisplayName "LVArmor"
  Player.SoundClass "LVarmorPlayer"
  Player.StartItem "LVWeapon"
  Player.StartItem "HeavyArmor"
  Player.WeaponSlot 1, "LVWeapon"
  States
  {
  Spawn:
    LVAP A -1
    Loop
  See:
    LVAP ABCD 6
    Loop
  Missile:
    LVAP E 3
   LVAP F 3 BRIGHT
    Goto Spawn
  Melee:
    LVAP G 5
    LVAP H 3   
    Goto Missile
  Pain:
    LVAP I 4
    LVAP I 4 A_Pain
    Goto Spawn
  Death:
    LVAP J 5 A_PlayerScream
    LVAP K 5
    LVAP L 25
   EXP3 A 0 A_PlaySound("weapons/boom")
    EXP3 ABC 2 BRIGHT A_EXPLODE
    EXP3 A 0 A_NoBlocking
    EXP3 B 0 A_SPAWNITEMEX("MechDebris1", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4, 128)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris2", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris2", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris3", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris3", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris4", 0.0, 0.0, 32.0, random(5, 10) * 1.0, random(20, 4) * 1.0, random(8, -8) * 1.0, random(0, 360) * 1.0, 4, 128)
    EXP3 DEF 2 BRIGHT   
    EXP3 GHI 2 BRIGHT
    EXP3 JK 2
    EXP3 L 2
    Stop
  }
}


Code: Select allExpand view
ACTOR LVWeapon : Weapon 14448
{
   +NOEXTREMEDEATH
   +NOALERT
   +WEAPON.CHEATNOTWEAPON
      inventory.pickupmessage "It's an LVArmor! Let's take it for a spin!"
      Obituary "%o was taken down by %k's LVArmor."
   States
   {
   Spawn:
      LVAI A -1
      LOOP
   Ready:
        LVFP A 0 A_PlaySound("lvarmor/attack")
   LVFP A 2
   LVFP A 2
   LVFP A 2
      LVFP A 1 A_WeaponReady
   Goto Ready+4
   Deselect:
      LVFP A 1 A_Lower
      Loop
   Select:
      LVFP A 1 A_Raise
      Goto Select
   Fire:
      LVFF A 0 BRIGHT A_GunFlash
     LVFF A 0 A_AlertMonsters
      LVFF A 0 A_PlaySound("weapons/exarshoot")
      LVFF A 1 BRIGHT A_CustomMissile("PlayerMechShot",0,0,10,2)
      LVFF B 3
     LVFF C 0 BRIGHT A_GunFlash
     LVFF C 0 A_PlaySound("weapons/exarshoot")
      LVFF C 1 BRIGHT A_CustomMissile("PlayerMechShot",0,0,10,3)
     LVFF B 3 A_Refire
      Goto Ready+4
     AltFire:
     LVFP A 1 A_PlaySound("lvarmor/melee")
      LVFM A 3
      LVFM B 1
      LVFM B 4 A_CUSTOMPUNCH(11.5,0,1,"PlayerLVClawHit")
      LVFM A 3
      LVFP A 4
      Goto Ready+4
   Flash:
      TNT1 A 1 BRIGHT A_Light1
      TNT1 A 0 BRIGHT A_Light0       
      stop
  }

}
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Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release

Postby NeuralStunner » Wed May 25, 2011 7:16 pm

lizardcommando wrote:And here's the SNDINFO stuff:

Code: Select allExpand view
$playersound           LVARMORPlayer  male    pain     lvarmor/pain
$playersound           LVARMORPlayer  male    death     dsmecdth
Needs to be *pain and *death.
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Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release

Postby lizardcommando » Wed May 25, 2011 7:30 pm

But I get the following error when I type *pain

Script error, "lizardsquad.WAD:SNDINFO" line 1:
*pain has already been used for a non-player sound.
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Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release

Postby NeuralStunner » Wed May 25, 2011 7:35 pm

Might be best to post up your entire SndInfo.
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Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release

Postby lizardcommando » Wed May 25, 2011 7:40 pm

Alright. Here it is.

Code: Select allExpand view
$playersound           LVARMORPlayer  male    *pain100     lvarmor/pain
$playersound           LVARMORPlayer  male    *pain75     lvarmor/pain
$playersound           LVARMORPlayer  male    *pain50     lvarmor/pain
$playersound           LVARMORPlayer  male    *pain25     lvarmor/pain
$playersound           LVARMORPlayer  male    *death     dsmecdth

weapons/45pistol      ds45pist
weapons/pmagout         dspout
weapons/pmagin         dspin
weapons/pslide         dspslide
weapons/click         dsclick
weapons/smgfire         dssmg
weapons/shotgun         dsshotgn
weapons/sgcock         dssgcock
weapons/swordup         dsswdup
weapons/swordidle      dsswdidl
weapons/swing         dsswing
weapons/swdhit         dsswdhit
weapons/stab         dsstab
weapons/rpg7         dsrpg7
weapons/rpgload1      dsrpgld1
weapons/rpgload2      dsrpgld2
weapons/rpgshot         dsrpgsh
weapons/shotgunload      dssgload
weapons/grenthrow      dshgren1
weapons/grenarm         dshgren2
weapons/grenbounce      dshgren3
weapons/exarshoot      dsexars
weapons/rpgexplode      dsrpgexp
weapons/hmgpickup      dshmgun
weapons/hmgunshoot      dshmgsh
weapons/hmgreload      dshmgrld
weapons/fire         dsfire
weapons/smgreload1      dssmgrl1
weapons/smgreload2      dssmgrl2
weapons/laser         dslaser
weapons/laserhit      dslashit
weapons/laserreload2      dslsrld2
weapons/laserexplode      dslxplod
weapons/lasercharge      dscharge
weapons/laserchargeshot      dschshot
weapons/arreload1      dsarld1
weapons/arreload2      dsarld2
weapons/infantryrifle      dsinrifl
weapons/riflebolt      dsrfbolt
weapons/flamethrower      dsflmthr
weapons/glockfire      dsglfire
weapons/uzi         dsuzi
weapons/silenceduzi      dssiluzi
weapons/uzireload      dsuzirld
weapons/grenadepickup      dsgrenad
weapons/ammopickup      dsammopu
weapons/ammopickup2      dsamopu2
weapons/armorpickup      dsarmor
weapons/ccchargeloop      dscchrgl

melee/shotgunsmack      dssgsmak
melee/shotgunswing      dssgswng

$random misc/firedie  { misc/firedie1 misc/firedie2 }
misc/firedie1      dsfrdie1
misc/firedie2      dsfrdie2

$random weapons/357  { weapons/3571 weapons/3572 }
weapons/3571         ds3571
weapons/3572         ds3572

weapons/magnumopen      dsmagnop
weapons/magnumclose      dsmagncl
weapons/magnumload1      dsmagnl1
weapons/magnumload2      dsmagnl2

weapons/spasshot      dsspas
weapons/spascock                dsspasrl

$random weapons/boom  { weapons/boom1 weapons/boom2 weapons/boom3 }
weapons/boom1         dsboom1
weapons/boom2         dsboom2
weapons/boom3         dsboom3

$random weapons/shellcasing  { weapons/shellcasing1 weapons/shellcasing2 weapons/shellcasing3 }
weapons/shellcasing1      dsshell1
weapons/shellcasing2      dsshell2
weapons/shellcasing3      dsshell3

weapons/bulletcasing1      dscasin1
weapons/bulletcasing2      dscasin2
weapons/bulletcasing3      dscasin3

$random weapons/smallmagdrop  { weapons/smallmagdrop1 weapons/smallmagdrop2 weapons/smallmagdrop3 weapons/smallmagdrop4 }
weapons/smallmagdrop1      dsbounc1
weapons/smallmagdrop2      dsbounc2
weapons/smallmagdrop3      dsbounc3
weapons/smallmagdrop4      dsbounc4

$random weapons/largemagdrop  { weapons/largemagdrop1 weapons/largemagdrop2 weapons/largemagdrop3 weapons/largemagdrop4 }
weapons/largemagdrop1      dsaounc1
weapons/largemagdrop2      dsaounc2
weapons/largemagdrop3      dsaounc3
weapons/largemagdrop4      dsaounc4

weapons/firestart      dsfirest
weapons/lighterflick      dslitflk
weapons/lighterclose            dslitcls
weapons/molotovpickup           dsfirebm
weapons/molotovexplode          dsmoloex

weapons/tacpistol      dstpfire
weapons/tacpclipin      dstpclpi
weapons/tacpclipout      dstpclpo
weapons/tacpslide      dstpslid

$random barney/hurt { barney/hurt1 barney/hurt2 }
barney/hurt1         dsbarpn1
barney/hurt2         dsbarpn2

$random barney/sight { barney/sight1 barney/sight2 barney/sight3 }
barney/sight1         dsbarns1
barney/sight2         dsbarns2
barney/sight3         dsbarns3

barney/barneydie      dsbardie
barney/barneyshoot      dsbarnsh

phantom/sight         dspesit
phantom/melee         dspeatta
phantom/pain         dspepain
phantom/death         dspedth

$random marinelizard/death { marinelizard/death1 marinelizard/death2 }
marinelizard/death1      dsmldie1
marinelizard/death2      dsmldie2

$random lsmclizard/idle { lsmclizard/idle1 lsmclizard/idle2 lsmclizard/idle3 }
lsmclizard/idle1      dsmidl1
lsmclizard/idle2      dsmidl2
lsmclizard/idle3      dsmidl3

$random lsmclizard/active { lsmclizard/active1 lsmclizard/active2 lsmclizard/active3 lsmclizard/active4 }
lsmclizard/active1      dshmact1
lsmclizard/active2      dshmact2
lsmclizard/active3      dshmact3
lsmclizard/active4      dshmact4

lsmclizard/pain         dsmlpain
lsmclizard/die         dshmdth
lsmclizard/m4a1         dsm4a1

hmgunner/die         dshmgldi

$random marinelizard/sight { marinelizard/sight1 marinelizard/sight2 marinelizard/sight3 }
marinelizard/sight1      dshmsit1
marinelizard/sight2      dshmsit2
marinelizard/sight3      dshmsit3

enemysoldier/bazooka      dsbazook
enemysoldier/bazookaboom   dsbzboom

$random mafializard/sight { mafializard/sight1 mafializard/sight2 mafializard/sight3 }
mafializard/sight1      dstrsit1
mafializard/sight2      dstrsit2
mafializard/sight3      dstrsit3

$random mafializard/die { mafializard/die1 mafializard/die2 mafializard/die3 }
mafializard/die1      dstrdth1
mafializard/die2      dstrdth2
mafializard/die3      dstrdth3

mafializard/pain      dstrpain
mafializard/defire      dsdefire

$random swatlizard/sight { swatlizard/sight1 swatlizard/sight2 swatlizard/sight3 }
swatlizard/sight1      dsfesit1
swatlizard/sight2      dsfesit2
swatlizard/sight3      dsfesit3

swatlizard/death      dsfedth
swatlizard/active      dsfeact1
swatlizard/socom      dssocom

$random swatlizard/pain { swatlizard/pain1 swatlizard/pain2 swatlizard/pain3 swatlizard/pain4 }
swatlizard/pain1      dsfepn1
swatlizard/pain2      dsfepn2
swatlizard/pain3      dsfepn3
swatlizard/pain4      dsfepn4

helilizard/sight                dshelsit
helilizard/active      dshelact
helilizard/death      dsheldth

lvarmor/sight         dsmecsit
lvarmor/death         dsmecdth
lvarmor/attack         dsmecatk
lvarmor/melee         dsmmelee

$random lvarmor/pain { lvarmor/pain1 lvarmor/pain2 lvarmor/pain3 }
lvarmor/pain1      dsmecpn1
lvarmor/pain2      dsmecpn2
lvarmor/pain3      dsmecpn3

$random samurai/sight { samurai/sight1 samurai/sight2 }
samurai/sight1      dssamst1
samurai/sight2      dssamst2

samurai/pain      dssamhur
samurai/attack1      dssmatk1
samurai/attack2      dssmatk2
samurai/swordhit   dssamhit
samurai/death      dssamdth

wizardlizard/pain   dswlpain
wizardlizard/sight   dswzlsit
wizardlizard/active   dswzlact
wizardlizard/death   dswzldth
wizardlizard/hadoken   dswlhado
wizardlizard/iceshot   dswlice

WLIceShot/icechargeup   dsicecha
WLIceShot/icehit   dsicesbk
WLIceShot/icelaunch   dsicelnc
WLIceShot/icefly   dsicefly

$random mediclizard/death { mediclizard/death1 mediclizard/death2 }
mediclizard/death1   dsmddth1
mediclizard/death2   dsmddth2

$random mediclizard/medicspeak { mediclizard/medicspeak1 mediclizard/medicspeak2 mediclizard/medicspeak3 }
mediclizard/medicspeak1   dsmedic1
mediclizard/medicspeak2   dsmedic2
mediclizard/medicspeak3   dsmedic3

mediclizard/givemeds   dsmedgiv

lsmcplayer/pain      dsmlpain
lsmcplayer/death   dshmdth
lsmcplayer/xdeath   dsmldie2

probey/sight         dsdronsi
probey/active         dsdrheli
probey/laser         dsdrnsho

cowboylizard/revolver      dsrvolvr
cowboylizard/revcock      dsrevcok
cowboylizard/revdraw      dsrevdra

$random cowboylizard/die { cowboylizard/die1 cowboylizard/die2 }
cowboylizard/die1        dscbdie1
cowboylizard/die2      dscbdie2

$random cowboylizard/sight { cowboylizard/sight1 cowboylizard/sight2 }
cowboylizard/sight1      dscbsit1
cowboylizard/sight2      dscbsit2

$random cowboylizard/hurt { cowboylizard/hurt1 cowboylizard/hurt2 }
cowboylizard/hurt1        dscbhur1
cowboylizard/hurt2      dscdhur2

$random cowboylizard/active { cowboylizard/active1 cowboylizard/active2 }
cowboylizard/active1        dscbact1
cowboylizard/active2      dscbact2

$random cowboylizard/ricochet { cowboylizard/ricochet1 cowboylizard/ricochet2 cowboylizard/ricochet3 cowboylizard/ricochet4 }
cowboylizard/ricochet1     dsrico1
cowboylizard/ricochet2      dsrico2
cowboylizard/ricochet3      dsrico3
cowboylizard/ricochet4      dsrico4

SSpichu/sight         dssssit
SSpichu/pain         dssspain
SSpichu/death         dsssdth

cubone/sight         dscubosi
cubone/death         dscubodt

$random vanguarder/sight { vanguarder/sight1 vanguarder/sight2 }
vanguarder/sight1      dsvanst1
vanguarder/sight2      dsvanst2

vanguarder/punch      dsvanpun
vanguarder/death      dsvandth
vanguarder/vshot      dsvbustr

$random pikaguard/sight { pikaguard/sight1 pikaguard/sight2 }
pikaguard/sight1      dspikst1
pikaguard/sight2      dspikst2

$random pikaguard/die { pikaguard/die1 pikaguard/die2 }
pikaguard/die1         dspkdie1
pikaguard/die2         dspkdie2

pikaguard/gun         dspikagu
pikaguard/hurt         dspikhur

sentrygun/active      dsturac
sentrygun/attack      dstugun
sentrygun/die         dsturdi
sentrygun/sight         dstursi
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lizardcommando
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Joined: 07 Sep 2006
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Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release

Postby NeuralStunner » Wed May 25, 2011 7:55 pm

Oh yeah, I think you have to use $PlayerAlias to assign a logical sound (Like guy/pain) as a player sound (as opposed to "DSGUYPAI").
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NeuralStunner
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Joined: 21 Jul 2009
Location: capital N, capital S, no space
Discord: NeuralStunner#4201
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Lizard Squad: A cartoony ZDoom mod - Beta 2 release

Postby lizardcommando » Wed May 25, 2011 7:57 pm

Ok, I just realized what was wrong with the coding. I used A_CustomMissile instead of A_FireCustomMissile. Holy crap, I'm such an idiot. Ok, new version of the beta is coming soon.
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lizardcommando
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Location: Boringland, California

Re: Lizard Squad: A cartoony ZDoom mod - Beta 2 release

Postby lizardcommando » Wed May 25, 2011 11:51 pm

Alright, so here's what's new in the latest beta:

*Changed the max ammo for the .45bullets from 100 without backpack to 200 and 200 with backpack to 400.
*Tweaked the health on most of the enemies.
*Tweaked the strength for most weapons.
*Gave the new classes starting armor except for the Default class.
*The coding for the Revolver is fixed.
*New seesounds for the Military Officer, Shotgunner, SMG Trooper and Bazookaguy.
*Sped up the reloading speed for the Combat Shotgun, 9MM SMG, Akimbo SMGs, the Machinepistol and the Tactical Silenced Machinepistol.
*The Special Forces Soldier class starts off with more .45 Ammo.
*New Custom Class = The LVArmor!
*The Custom Classes have their own unique sounds!

The LV-Armor class is functional, but needs to be tweaked a bit more. I changed the enemy health and tweaked the strength for most of the weapons in order for the mod to be more like Metal Slug rather than the it being "realistic" like Call of Duty or something (IE: make enemies die faster and quicker). Anyways, here's the new beta:

http://files.drdteam.org/index.php/file ... uad-b2.zip
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lizardcommando
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Location: Boringland, California

Re: Lizard Squad: A cartoony ZDoom mod - Beta 2 release

Postby Z86 » Thu May 26, 2011 4:56 am

Those cartoonized walls look very good. With no fake radiosity and the smmothest possible fog this could look very stylish. How do you cartoonize the textures btw? Do you red them pixel by pixel, or use some quicker method?
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Z86
 
Joined: 24 Jan 2011

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