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

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

Postby InsanityBringer » Sat May 23, 2009 4:43 pm

Having wait at the end of the use state is probably the issue (the wiki states that use states cannot have loops in them, and wait loops the last frame)
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby przndoom » Sat May 23, 2009 5:06 pm

It's not that bad....
Image
just rough around the edges.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Sat May 23, 2009 5:40 pm

Well, it looks a little better than how it was before, but why is this in my thread?
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby przndoom » Sat May 23, 2009 5:47 pm

sorry i just stopped on page 3...kinda rage quite
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Sat May 23, 2009 7:28 pm

Ugh. I still can't seem to get the TeleporterBeacon-like item to work. I can't figure what I'm doing wrong.

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

    States
    {
    Spawn:
      PTRB A -1
    Use:
      PTRB A 1 A_CustomMissile("Ext-Spawner",1,1,1)
      PTRB A 160
    Death:
      PTRB A 1
      Stop
  }
}

 ACTOR Ext-Spawner
{
  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(0.4)
      TELX B 2 BRIGHT A_SetTranslucent(0.5)
      TELX C 2 BRIGHT A_SetTranslucent(0.6)
      TELX D 2 BRIGHT
      TELX E 2 BRIGHT
      TELX F 2 BRIGHT
      TELX G 6
      TELX H 1 A_SpawnItem("ExtBuddy",0,1)
     Stop
   }
}


Also, the fire spawning for the Molotov cocktail is still a bit buggy. I also can't figure out why it'll disappear immediately when the Molotov cocktail
directly hits something or gets really close to hitting something.

Code: Select allExpand view
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
     FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
     FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
     FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
     FIRD A 0 A_CustomMissile("MolotovFire",0,random (-60, 60),0)
     FIRD A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
     FIRD A 0 A_CustomMissile("MolotovFire",0,random (-20, 20),0)
     FIRD A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
     FIRD A 0 A_CustomMissile("MolotovFire",0,random (-20, 20),0)
     FIRD A 0 A_CustomMissile("MolotovFire",0,random (-40, 40),0)
     FIRD A 0 A_CustomMissile("MolotovFire",0,random (-60, 60),0)
     FIRD A 0 A_CustomMissile("MolotovFire",0,random (-80, 80),0)
     FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
     FIRD A 0 A_SpawnItemEx("MolotovFire", 0, 0, 0, 3, 3, 0, random (0, 360), 0)
     FIRD 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 8
    ExplosionRadius 35
    +MISSILE
    +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 A 0 BRIGHT A_Stop
    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
   }
}
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby TypeSaucy » Sat May 23, 2009 7:52 pm

i'll deal with the molotov, but i say you need to add in flare sparks when it crack opens.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby InsanityBringer » Sat May 23, 2009 8:42 pm

With the beacon, try:

1.Changing all durations to 0
2.Adding stop at the end

Other than that, I'm not sure what to try
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Sat May 23, 2009 9:36 pm

X-CrAzYkOoL-X wrote:i'll deal with the molotov, but i say you need to add in flare sparks when it crack opens.


Flare sparks? Can you elaborate on that? I'm not sure what you mean by that.

InsanityBringer wrote:With the beacon, try:

1.Changing all durations to 0
2.Adding stop at the end

Other than that, I'm not sure what to try


Would you want to take a look at the wadfile itself?
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby InsanityBringer » Sun May 24, 2009 6:42 am

lizardcommando wrote:
InsanityBringer wrote:With the beacon, try:

1.Changing all durations to 0
2.Adding stop at the end

Other than that, I'm not sure what to try


Would you want to take a look at the wadfile itself?


Sure. That would make it easier to figure out what's going wrong here.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby TypeSaucy » Sun May 24, 2009 7:12 am

lizardcommando wrote:
X-CrAzYkOoL-X wrote:i'll deal with the molotov, but i say you need to add in flare sparks when it crack opens.


Flare sparks? Can you elaborate on that? I'm not sure what you mean by that.


you know, fire balls flies in the air and when it lands, fire comes out. and if yo still dont know what i mean, i'll show you. 8-)
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Sun May 24, 2009 11:09 am

InsanityBringer, I just sent you a pm with a link to my mod.

X-CraZyKooL-X, I get what you're saying. It shouldn't be too hard to implement. It's probably like the mech debris spawning. Graphics shouldn't be too hard to make too.
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby InsanityBringer » Sun May 24, 2009 11:15 am

And I got it. Time to go play with the code until it works
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Sun May 24, 2009 11:31 am

Cool. Tell me what you also think of the mod so far as well. :)
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby InsanityBringer » Sun May 24, 2009 11:45 am

Here are the modifications I made to the code

Spoiler:

The whole problem which I completly managed to overlook is that you used A_CustomMissile instead of A_FireCustomMissile. You want to use A_FireCustomMissile on anything player inventory releated

There is still a issue with it though. If you run into the object as it is being spawned, it fuses with you, but the cartoons should have told you that you should never do that, and in a cartoony mod, it shouldn't be a problem :P

As for the mod itself, I didn't get to play it too much (wanted to get the bug fixed), but I ran a few levels and it was pretty good and fun
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Re: The Exterminator: Bigger Backpack Edition (New Demo release)

Postby lizardcommando » Sun May 24, 2009 12:29 pm

Well, I'm glad the item's basic function works, but there's a small problem to it (besides the one you pointed out). I want it so that when I use the item, I throw the SupportBeacon and it would take a second or two until it activates, teleporting a friend. You know, kinda like how the Teleport Beacon or Dudukrazy's friend spawner works. Not sure if that makes sense or not... Also, is there a way to increase how far it gets thrown before being activated?
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