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Re: [WIP] LSC Weapons pack V2: announced the Caleb motobike
Posted: Wed Feb 18, 2009 2:22 pm
by TypeSaucy
Lolo_is_cool wrote:@X-CrAzYkOoL-X
lol, not really... Dudukrazy made it already. it changes skin when the player takes a "portable" spaceship. personally, i think that his mod is better than mine
also, it would be funny to have a motobike to use going around doom maps and killing demons just accelerating aginst them
and caleb on a motobike.... who ever saw him on a motobike XD??
i was kinda talking about the pick-up thing, not randomizing the classes.
Re: [WIP] LSC Weapons pack V2: announced the Caleb motobike
Posted: Wed Feb 18, 2009 2:50 pm
by Lolo_is_cool
@X-CrAzYkOoL-X
i know =)
i don't need to change class to make the motobike sequence, i just put in the player's devorate the command "jumpifinventory" that when you have the bike, it goes on the section where caleb is on the motobike, got it??
@DavidB1000
I put bug between """""""" """""""" because you're the only one who has this "problem". i have nothing to fix on the 2nd version about the RazorJack, because it works perfectly!
Re: [WIP] LSC Weapons pack V2: announced the Caleb motobike
Posted: Wed Feb 18, 2009 3:47 pm
by DavidB1000
Well, it doesn't for me. And since the General forum is dead, I can't seem to get anyone to explain to me how the hell the thing crashes on me.
Re: [WIP] LSC Weapons pack V2: announced the Caleb motobike
Posted: Wed Feb 18, 2009 3:49 pm
by TypeSaucy
Lolo_is_cool wrote:@X-CrAzYkOoL-X
i know =)
i don't need to change class to make the motobike sequence, i just put in the player's devorate the command "jumpifinventory" that when you have the bike, it goes on the section where caleb is on the motobike, got it??
thats excacly what i was talking about! its like you can read my mind or something.
Re: [WIP] LSC Weapons pack V2: announced the Caleb motobike
Posted: Wed Feb 18, 2009 4:04 pm
by Lolo_is_cool
@X-CrAzYkOoL-X
yep, something like that
do you remember the flame staff from Hexen2?
well, i used AEOD's sprites, adding the caleb hand and the result is absolutely awesome
Re: [WIP] LSC Weapons pack V2: announced the Caleb motobike
Posted: Wed Feb 18, 2009 4:23 pm
by TypeSaucy
hey you mind if i take a good look on it?
Re: [WIP] LSC Weapons pack V2: announced the Caleb motobike
Posted: Wed Feb 18, 2009 4:43 pm
by DavidB1000
CaptainToenail says it might be a dodgy infinite loop in the coding for the weapon. Can you post the code for the weapon either in this topic, or the one I created in the General Forum? Because i really want to play this mod.
Re: [WIP] LSC Weapons pack V2: announced the Caleb motobike
Posted: Wed Feb 18, 2009 4:52 pm
by Lolo_is_cool
Here's the screen of the sprites: (i also added Caleb hands to the Magnum so, now we don't have other kind of hands anymore
)
And Here's the code:
Code: Select all
ACTOR RazorJack : Weapon replaces chainsaw
{
Weapon.AmmoType2 "Bladeammo"
Weapon.AmmoGive2 5
Weapon.AmmoUse2 1
+MELEEWEAPON
Weapon.SelectionOrder 30
Inventory.PickupSound "misc/w_pkup"
Scale 0.5
Inventory.PickupMessage "You got a Razor Jack!"
Obituary "%o was cut down to size by %k's razor jack."
States
{
Spawn:
NULL A 0 A_SpawnItem("Bladeammo")
RR01 A -1
Goto Spawn+1
Ready:
RR01 B 1 A_WeaponReady
Loop
Deselect:
RR01 B 1 A_Lower
NULL AA 0 A_LOWER
Loop
Select:
RR01 B 1 A_Raise
NULL AA 0 A_RAISE
Loop
Fire:
RR01 IJKLX 1
Hold:
RR01 A 0 A_PlaySound("weapons/sawrevup")
RR01 YMNOPQRSTUVWZ 1 A_CustomPunch(2, 0, 0, "SawPuff", 100)
SAW3 G 0 A_PlaySound("weapons/sawrevdown")
RR01 XLKJI 1
NULL A 0 A_ReFire
Goto Ready
Hold:
RR01 A 0 A_PlaySound("weapons/sawful2")
RR02 ABC 1 A_CustomPunch(2, 0, 0, "SawPuff", 100)
SAW3 G 0 A_PlaySound("weapons/sawrevdown")
NULL A 0 A_ReFire
Goto ready
AltFire:
RR01 B 3 A_PlayWeaponSound("gun/razor")
RR01 B 0 A_FireCustomMissile("Blade", 0, 1, 0, 5)
RR01 CDEF 1 ACS_Execute(851,0,7,random(-4,4),0)
RR01 EDC 1 ACS_Execute(851,0,-7,random(-4,4),0)
RR01 JH 3
RR01 D 0 A_ReFire
goto Ready
}
}
Everything's all right on the code....
Re: [WIP] LSC Weapons pack V2: announced the Caleb motobike
Posted: Wed Feb 18, 2009 6:51 pm
by DavidB1000
Well, giving myself the ammo doesn't cause a problem. So, I really don't know why it doesn't work.
Maybe that -1 does something wrong.
I swear, the error message Code: C0000005 (Access Violation - tried to read address 00000004)
Address: 004072F3 makes me wonder what exactly it's doing. Also, everytime I start a game, or load a save, I get this message. Could not fine autoloaded ACS library default.
Maybe that's causing something to mess up.
Re: [WIP] LSC Weapons pack V2: announced the Caleb motobike
Posted: Thu Feb 19, 2009 12:40 am
by Lolo_is_cool
I don't know david.. i Really don't know...
Re: [WIP] LSC Weapons pack V2: announced the Caleb motobike
Posted: Thu Feb 19, 2009 1:37 am
by Mr.Green
Maybe David should download the latest ZDoom/GZDoom version.
Re: [WIP] LSC Weapons pack V2: announced the Caleb motobike
Posted: Thu Feb 19, 2009 6:44 am
by TypeSaucy
Mr.Green wrote:Maybe David should download the latest ZDoom/GZDoom version.
well, he said he already downloaded the latest version of gzdoom or gzdoom SVN.
Re: [WIP] LSC Weapons pack V2: announced the Caleb motobike
Posted: Thu Feb 19, 2009 7:17 am
by Lolo_is_cool
David's pc is f****d up XD (lol, joke)
@X-CrAzYkOoL-X
so, what do you think of the sprites? are they good?
Re: [WIP] LSC Weapons pack V2: announced the Caleb motobike
Posted: Thu Feb 19, 2009 7:52 am
by TypeSaucy
the sprites, not bad, not bad at all, thiny.
Re: [WIP] LSC Weapons pack V2: announced the Caleb motobike
Posted: Thu Feb 19, 2009 9:31 am
by Mr.Green
Lolo_is_cool wrote:
@X-CrAzYkOoL-X
so, what do you think of the sprites? are they good?
Although I'm not Crazycool,I'd say that you're used a little bit too much 3D-rips.For example,you could use Doomero's D3-Weapons's Machinegun in SMG instead of the 3D rip machinegun.Otherwise I agree with Crazykool.