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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby TypeSaucy » Sat May 23, 2009 6:37 am

why dont you PM me, and ill see if i can fix it. wow im in a working mood right now! :mrgreen:
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby InsanityBringer » Sat May 23, 2009 6:38 am

Code: Select allExpand view
      EXPL ABC 1 BRIGHT A_EXPLODE
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)


Take a look at the first line. It is three states with a delay of 1 each. A fix would be:

Code: Select allExpand view
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SPAWNITEMEX("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      EXPL ABC 1 BRIGHT A_EXPLODE


But seconds doesn't sound right. If that doesn't work, try moving the spawnitemex calls in front of the alertmonsters call
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Sat May 23, 2009 10:31 am

That still didn't seem to work. Oh well. I've just sent X-CrAzYkOoL-X my mod to take a look at it.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby InsanityBringer » Sat May 23, 2009 11:35 am

Another thing that could be wrong: Does the sprite FIR2 actually exist? Within the fire actor itself it starts out with FIR2 and then switches to FIRD.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Sat May 23, 2009 12:26 pm

Holy shit. You're right! Oh my god, I can't believe I missed that! Thanks for pointing that out!

It kinda works now, it's still a bit buggy though. The molotov fire don't spawn if the molotov cocktail either explodes on top of an enemy or if they are really close to the explosion. Also, the molotov fire will keep moving until the animation is done or if it hits a wall. Could someone help fix that for me?
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby TypeSaucy » Sat May 23, 2009 12:47 pm

just did!

Code: Select allExpand view
ACTOR MolotovCocktails : Weapon 14889
  {
     Inventory.PickupMessage "Molotov Cocktails! Burn 'em all!"
        Obituary "%o burned to death from %k's molotov cocktail."
     Weapon.SelectionOrder 440
     Weapon.AmmoGive 3
     Weapon.AmmoUse 1
     Weapon.AmmoType "MOLOTOVS"
     inventory.icon "STWEAP18"
     Inventory.PickupSound "weapons/molotovpickup"
     +NOALERT
     States
     {
     Spawn:
        MOLO A -1
        LOOP
     Ready:
        MOLI A 1 A_WeaponReady
        LOOP
     Deselect:
        MOLI A 1 A_Lower
        LOOP
     Select:
        MOLI A 1 A_Raise
        LOOP
     Fire:
        MOLI A 0 A_JumpIfNoAmmo(1)
        MOLI A 5 A_PlayWeaponSound ("weapons/lighterclose")
        MOLI A 6
        MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
        MOLI A 3
        MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
        MOLI A 3 BRIGHT A_Light1
        MOLI B 2 BRIGHT
        MOLI C 2 BRIGHT
        MOLF A 2 BRIGHT
        MOLF B 2 BRIGHT
        MOLF C 2 BRIGHT
        MOLF D 2 BRIGHT A_PlayWeaponSound("weapons/firestart")
        MOLF E 2 BRIGHT
        MOLF F 2 BRIGHT
        MOLF G 2 BRIGHT
        MOLF H 2 BRIGHT
        MOLF I 2 BRIGHT
        MOLF J 2 BRIGHT
        MOLF K 2 BRIGHT
        MOLF L 2 BRIGHT
        GREN G 0 A_Light0
        GREN G 1 A_PlayWeaponSound("weapons/grenthrow")
        GREN H 1 A_FireCustomMissile("Cocktail",-1,1,3,2)
        GREN I 2
        MOLI A 4
        Goto Ready
      AltFire:
        MOLI A 0 A_JumpIfNoAmmo(1)
        MOLI A 5 A_PlayWeaponSound ("weapons/lighterclose")
        MOLI A 6
        MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
        MOLI A 3
        MOLI A 5 BRIGHT A_PlayWeaponSound ("weapons/lighterflick")
        MOLI A 3 BRIGHT A_Light1
        LITR A 3 BRIGHT
        LITR ABCD 2 BRIGHT
        LITR BCD 2 BRIGHT
        LITR BCD 2 BRIGHT
        LITR BCD 2 BRIGHT
        LITR E 2 BRIGHT
        LITR F 2 BRIGHT
        LITR G 2 A_Light0
        LITR G 2 A_PlayWeaponSound ("weapons/lighterclose")
        LITR H 2
        Goto Ready
  }

}

ACTOR Cocktail
{
     Obituary "%o burned to death from %k's molotov cocktail."
     height 8
     radius 10
     damage 8
     speed 25
     ExplosionRadius 80
     ExplosionDamage 50
     deathsound "weapons/molotovexplode"
     PROJECTILE
     +GRENADETRAIL
     +FIREDAMAGE
     +RANDOMIZE
     -NOGRAVITY
   states
{
   Spawn:
      MCCK A 0 BRIGHT ThrustThingZ(0,5,0,1)
      MCCK ABCDE 2 BRIGHT
      loop
   Death:
      EXPL A 0 BRIGHT A_AlertMonsters
     EXPL A 0 BRIGHT A_Explode
     FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
     FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
     FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
     FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-50, 50),0)
      FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
      FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-30, 30),0)
     FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
      FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-30, 30),0)
      FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
      FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-30, 30),0)
      FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
      FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-30, 30),0)
     FIR2 A 0 A_CustomMissile("MolotovFire",0,random (-50, 50),0)
     FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
     FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
     FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      FIR2 A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
      EXPL ABCDEF 1 BRIGHT A_EXPLODE
      EXPL GHIJKL 1 BRIGHT A_EXPLODE
      EXPL MNOP 1 BRIGHT
      EXPL QRSTUVW 1
      stop
    }
}

ACTOR MolotovFire
{
    Obituary "%o got too close to %k's flames."
    height 10
    radius 20
    damage 10
    scale 0.7
    seesound "weapons/fire"
    ExplosionDamage 3
    ExplosionRadius 30
    PROJECTILE
    +FIREDAMAGE
    +FloorHugger
    +RANDOMIZE
    -NOGRAVITY
   states
{
   Spawn:
    FIRD A 0 BRIGHT A_Wander
    FIRD ABC 2 BRIGHT A_Explode
    FIRD ABC 2 BRIGHT A_Explode
    FIRD ABC 2 BRIGHT A_Explode
    FIRD ABC 2 BRIGHT A_Explode
    FIRD ABC 2 BRIGHT A_Explode
    FIRD ABC 2 BRIGHT A_Explode
    FIRD ABC 2 BRIGHT A_Explode
    FIRD ABC 2 BRIGHT A_Explode
    FIRD ABC 2 BRIGHT A_Explode
    FIRD ABC 2 BRIGHT A_Explode
    FIRD ABC 2 BRIGHT A_Explode
    FIRD DEF 2 BRIGHT A_Explode
    FIRD GHIJKL 2 BRIGHT A_Explode
    FIRD MNO 2 BRIGHT
    stop
   }
}


oh, ur welcome. i added in more fire to make it more realistic. :mrgreen:

edit: yea about the hit-the-enemy thing... :|
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Sat May 23, 2009 1:21 pm

Hmm, that's looking pretty good so far. Much better than what I was able to do on my own. Is there a way to have the flames stop moving at a certain distance or if they hit a wall or a ledge or something?
Last edited by lizardcommando on Sat May 23, 2009 1:27 pm, edited 1 time in total.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby InsanityBringer » Sat May 23, 2009 1:25 pm

A_Stop might stop the flame actor. I don't think you can do it at a certain distance though
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Sat May 23, 2009 1:31 pm

Ooh. Your suggestion works. I put the A_Stop on a blank frame or whatever this following is called:

Code: Select allExpand view
    FIRD ABC 2 BRIGHT A_Explode
    FIRD ABC 2 BRIGHT A_Explode
    FIRD A 0 BRIGHT A_Stop
    FIRD ABC 2 BRIGHT A_Explode


and it works. Thanks. :)

Now, if I wanted to make some changes to the flames that don't move at all, the ones that are spawned in the middle of the explosion, which of the lines X-CrAzYkOoL-X posted would I change?
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby TypeSaucy » Sat May 23, 2009 1:48 pm

if you dont want it to move, copy the A_CustomMissile AI thing i did in the middle (custom missile is your friend for this :P )

edit: this is the hint on what your doing and saying.

edit2: the altfire of the molotov is good for curtain places, but i think you should put an AltHold thing on it.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Sat May 23, 2009 2:43 pm

Hmm, good idea on the althold thing. Now where would that go?
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby TypeSaucy » Sat May 23, 2009 2:48 pm

what do you mean?
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Sat May 23, 2009 2:55 pm

Where would I put in the AltHold function in the Decorate coding?
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby TypeSaucy » Sat May 23, 2009 3:13 pm

it goes under the altfire.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Sat May 23, 2009 4:34 pm

Wait, so how exactly is it supposed to look? Sorry for asking, I'm still really crappy with Decorate, despite having messed around with it for a while...

Alright, so I'm trying to make a HelperSpawner type item like the TeleportBeacon from Strife, but I'm having trouble implementing it. I can pick up the item, but I can't use it for some reason.

Code: Select allExpand view
  ACTOR SupportBeacon : Inventory replaces Berserk
  {
    Health 5
    Radius 16
    Height 16
    Inventory.MaxAmount 3
    +INVENTORY.INVBAR
    Inventory.Icon "STINV01"
    Tag "Support Beacon"
    Inventory.PickupMessage "You picked up the Support Beacon."

    States
    {
    Spawn:
      PTRB A -1
      Stop
    Use:
      PTRB A 1 A_ThrowGrenade("ExterminatorSpawner",2,10,2,0)
      PTRB A 160
      Wait
    Death:
      PTRB A 1 A_FadeOut(0.015)
      Loop
  }
}

 ACTOR ExterminatorSpawner
{
  Radius 23
  Height 12
  Mass 60
   +NOTARGET
   +ISMONSTER
   +FRIENDLY
   +DROPOFF
   +MISSILE
   +WINDTHRUST
   +PUSHABLE
   +CANBOUNCEWATER
  States
  {
    Spawn:
      PTRB A 1
      Loop
    Death:
      TELX A 0 BRIGHT A_PlaySound("WLIceShot/icechargeup")
      TELX A 2 BRIGHT A_SetTranslucent(0.6)
      TELX B 2 BRIGHT A_SetTranslucent(0.5)
      TELX C 2 BRIGHT A_SetTranslucent(0.4)
      TELX D 2 BRIGHT A_SetTranslucent(0.3)
      TELX E 2 BRIGHT A_SetTranslucent(0.2)
      TELX F 2 BRIGHT A_SetTranslucent(0.1)
      TELX G 6
      TELX H 1 A_SpawnItem("ExterminatorBuddy",1)
     Stop
   }
}
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