IMHO, i do believe Railgunner's Sten from the Spriting Carnival Thread fits this mod better than a Suppressed Sten. And god, two Webleys firing .455... That oughta hurt!
Re: Weasel Presents: NAZIS V2
Posted: Wed Mar 04, 2015 1:26 pm
by Jeimuzu73
Water Hazard wrote:IMHO, i do believe Railgunner's Sten from the Spriting Carnival Thread fits this mod better than a Suppressed Sten. And god, two Webleys firing .455... That oughta hurt!
It would be redundant to add an unsilenced Sten because of the MP-40 (it takes 9mm and even the same mags in real life). I could try putting a suppressor on RG's Sten to make it look better. For the Webleys, I guess dual-wielding's out of the question then.
BTW, how do I disable zooming in when reloading the scoped Kar98k round by round?
ACTOR EnfieldLoaded : Ammo
{
+IGNORESKILL
Inventory.MaxAmount 5
Inventory.Icon "ENFPA0"
}
ACTOR Enfield : Weapon
{
Weapon.AmmoType1 "EnfieldLoaded"
Weapon.AmmoUse1 1
Weapon.AmmoGive1 0
Weapon.AmmoType2 "MauserAmmo"
Weapon.AmmoGive2 5
Weapon.AmmoUse2 0
Weapon.BobStyle InverseSmooth
Weapon.BobSpeed 2.2
Weapon.BobRangeY 0.5
Weapon.BobRangeX 0.7
Tag "Scoped Kar98k"
Inventory.PickupMessage "You got the scoped Kar98k!"
+AMMO_OPTIONAL
+NOAUTOFIRE
+NOALERT
States
{
Spawn:
ENFP A -1
Stop
Select:
ENFG A 0 A_Raise
ENFG A 1 A_Raise
Loop
Deselect:
ENFG A 0 A_Lower
ENFG A 1 A_Lower
Loop
Ready:
TNT1 A 0 A_JumpIfInventory("Sniper_Zoomed", 1, "ReadyScope")
ENFG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
Loop
ReadyScope:
TNT1 A 0 A_ZoomFactor(3.5)
SCO1 A 1 A_WeaponReady(WRF_NoBob|WRF_ALLOWRELOAD)
LOOP
Fire:
TNT1 A 0 A_JumpIfInventory("Sniper_Zoomed", 1, "FireScope")
ENFG A 0 A_JumpIfNoAmmo("Dryfire")
ENFF A 0 A_PlayWeaponSound("Enfield/Fire")
ENFF A 1 Bright Offset(0,40) A_FireCustomMissile("EnfieldTracer",0,1)
ENFF BC 1 Bright Offset(0,50) A_GunFlash
ENFG A 0 A_AlertMonsters
ENFG A 0 A_Jump(250,2)
ENFG A 0 A_PlaySound("*taunt", CHAN_VOICE)
ENFG A 1 Offset(0,45) A_SetPitch(pitch - 4.0)
ENFG A 1 Offset(0,40) A_SetPitch(pitch - 2.0)
ENFG A 1 Offset(0,36) A_SetPitch(pitch + 1.0)
ENFG A 1 Offset(0,34) A_SetPitch(pitch + 1.0)
ENFG A 1 Offset(0,33) A_SetPitch(pitch + 0.5)
ENFG A 1 Offset(-2,33) A_PlaySound("Enfield/boltback",CHAN_ITEM)
ENFG A 1 Offset(-4,34)
ENFG A 1 Offset(-6,35)
ENFG A 2 Offset(-8,36)
ENFG A 2 Offset(-4,42)
ENFG A 1 Offset(0,51)
ENFG A 1 Offset(4,60)
ENFG A 2 Offset(5,74)
ENFG A 17 Offset(6,76)
ENFG A 2 Offset(5,74) A_PlaySound("Enfield/boltfwd",CHAN_ITEM)
ENFG A 1 Offset(4,60)
ENFG A 1 Offset(0,51)
ENFG A 1 Offset(-4,42)
ENFG A 2 Offset(-8,36)
ENFG A 1 Offset(-6,35)
ENFG A 1 Offset(-4,34)
ENFG A 1 Offset(-2,33)
Goto Ready
FireScope:
TNT1 A 0 A_JumpIfNoAmmo("DryfireZoom")
SCO1 A 2 A_PlayWeaponSound("Enfield/Fire")
SCO1 A 0 A_AlertMonsters
SCO1 A 0 A_Jump(250,2)
SCO1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
SCO1 A 1 A_FireCustomMissile("EnfieldTracer",0,1)
SCO1 A 1 Bright A_GunFlash
SCO1 A 1 A_SetPitch(pitch - 4.0)
SCO1 A 1 A_SetPitch(pitch - 2.0)
SCO1 A 1 A_SetPitch(pitch + 1.0)
SCO1 A 1 A_SetPitch(pitch + 1.0)
SCO1 A 1 A_SetPitch(pitch + 0.5)
SCO1 A 1 A_PlaySound("Enfield/boltback",CHAN_ITEM)
SCO1 A 25
SCO1 A 1 A_PlaySound("Enfield/boltfwd",CHAN_ITEM)
SCO1 A 1
SCO1 A 8
TNT1 A 0
Goto ReadyScope
AltFire:
TNT1 A 0
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Sniper_Zoomed", 1, "ZoomOut")
Zoom1:
ENFG A 10 A_SetBlend("00 00 00", 1.0, 20)
TNT1 A 0
TNT1 A 0 A_ZoomFactor(3.5)
TNT1 A 0 A_GiveInventory ("Sniper_Zoomed", 1)
Goto AltFireDone
ZoomOut:
SCO1 A 10 A_SetBlend("00 00 00", 1.0, 20)
TNT1 A 0
TNT1 A 0 A_ZoomFactor(1.0|ZOOM_INSTANT)
TNT1 A 0 A_TakeInventory ("Sniper_Zoomed", 1)
Goto ZoomOutDone
AltFireDone:
SCO1 A 3
Goto Ready
ZoomOutDone:
ENFG A 3
Goto Ready
Dryfire:
ENFG A 0
Goto Reload
DryfireZoom:
SCO1 A 0
Reload:
TNT1 A 0 A_JumpIfInventory("Sniper_Zoomed", 1, "ZoomOut")
ENFG A 0 A_JumpIfInventory("EnfieldLoaded",5,2)
ENFG A 0 A_JumpIfInventory("MauserAmmo", 1, "ProperReload")
ENFG A 1
Goto Ready
ProperReload: //bolt goes back
TNT1 A 0 A_Jump(128,2)
TNT1 A 0
TNT1 A 0 A_GiveInventory("EnfieldReloading",1)
ENFG A 0 A_PlayWeaponSound("Enfield/boltback")
ENFG A 0 A_Jump(250,2)
ENFG A 0 A_PlaySound("*taunt", CHAN_VOICE)
ENFG A 1 Offset(-4,34)
ENFG A 1 Offset(-6,35)
ENFG A 2 Offset(-8,36)
ENFG A 2 Offset(-4,42)
ENFG A 1 Offset(0,51)
ENFG A 1 Offset(4,60)
ENFG A 2 Offset(5,74)
ENFG A 3 Offset(6,76)
ENFG A 5
ReloadWork: //loading round by round
ENFG A 0 A_TakeInventory("MauserAmmo",1,TIF_NOTAKEINFINITE)
ENFG A 0 A_GiveInventory("EnfieldLoaded",1)
ENFG A 1 Offset(6,80) A_PlaySound("Enfield/load",CHAN_ITEM)
ENFG A 1 Offset(6,84)
ENFG A 1 Offset(6,87)
ENFG A 1 Offset(7,90)
ENFG A 1 Offset(8,92)
ENFG A 8 Offset(8,92)
ENFG A 1 Offset(9,88)
ENFG A 1 Offset(8,82)
ENFG A 1 Offset(7,77) A_WeaponReady(1)
ENFG A 0 A_JumpIfInventory("EnfieldLoaded",5,"ReloadFinish")
ENFG A 0 A_JumpIfInventory("MauserAmmo", 1, "ReloadWork")
Goto ReloadFinish
ReloadFinish: //finish loading
ENFG A 1 A_PlaySound("Enfield/boltfwd",CHAN_ITEM)
ENFG A 1 Offset(4,60)
ENFG A 1 Offset(0,51)
ENFG A 1 Offset(-4,42)
ENFG A 2 Offset(-8,36)
ENFG A 1 Offset(-6,35)
ENFG A 1 Offset(-4,34)
ENFG A 1 Offset(-2,33)
ENFG A 1 A_TakeInventory("EnfieldReloading",1)
Goto Ready
Flash:
TNT1 A 2 BRIGHT A_Light2
TNT1 A 2 BRIGHT A_Light1
TNT1 A 0 A_Light0
Stop
}
}
actor Sniper_Zoomed : Inventory
{
inventory.maxamount 1
}
actor EnfieldReloading : Inventory
{inventory.maxamount 1
+IGNORESKILL}
Re: Weasel Presents: NAZIS V2
Posted: Wed Mar 04, 2015 11:36 pm
by -Ghost-
In an attempt to restore infighting I tried removing the noinfighting tags from each enemy, but they still seem to ignore one another. Is there another thing I need to modify like damage types?
Re: Weasel Presents: NAZIS V2
Posted: Thu Mar 05, 2015 5:55 pm
by Water Hazard
It would be redundant to add an unsilenced Sten because of the MP-40 (it takes 9mm and even the same mags in real life). I could try putting a suppressor on RG's Sten to make it look better. For the Webleys, I guess dual-wielding's out of the question then.
Yeah, that would sound really cool Still, guess it's better to wait until Wildweasel releases a new version!
Re: Weasel Presents: NAZIS V2
Posted: Fri Mar 06, 2015 9:27 pm
by wildweasel
Okay, so I need to make an apology. I usually try my best NOT to hype people up, build up expectations or anything like that (ww-terror still does not have a trailer, on that note). But after having said...well, anything at all...about my plans for a new inventory system, I've subsequently lost all motivation to continue work on ww-nazis. Between the loads of patches (that I still have not heard exactly what they do, aside from additions and the nebulous "more balance") and the fact that Tormentor is using some version of the mod as a base for Blade of Agony, I really don't have any desire to build on this for the foreseeable future.
You guys just carry on, I guess.
Re: Weasel Presents: NAZIS V2
Posted: Fri Mar 06, 2015 9:41 pm
by Ed the Bat
wildweasel wrote:that I still have not heard exactly what they do...
I already went through the work of isolating three of them into add-ons to specifically highlight for you the things they change...
Re: Weasel Presents: NAZIS V2
Posted: Fri Mar 06, 2015 10:09 pm
by Captain J
And guess what? They are working as fine many thanks to ed the bat! And this mod is still have no problems and nothing to improve imo. so don't worry, weasel. This mod is fine as what it is.
Oh, and sorry for bothered you with unpleasant version of mine before, I'm not gonna working on it except updating it if official update happens.
Re: Weasel Presents: NAZIS V2
Posted: Fri Mar 06, 2015 10:15 pm
by wildweasel
Yeah...sorry, I just haven't really looked at any of it. Motivation's hit rock bottom and I'm just tired of coding things.
Re: Weasel Presents: NAZIS V2
Posted: Sat Mar 07, 2015 1:06 am
by Jeimuzu73
To start my 20th year, here's a re-release of Tails' taunt pack, with improved taunts and sprites if you want to see with the chasecam. https://www.mediafire.com/?4ygfea54fv7ehva
Re: Weasel Presents: NAZIS V2
Posted: Wed Mar 18, 2015 11:38 am
by idfreak
Okay, I'm a noob to both this forum and WW-Nazis - to my considerable regret, because DAMN what a great mod! A quick question if anyone feels like saving me the task of going through the whole thread: can someone please tell me the latest version? I have found:
ww-nazis-v2.pk3
ww-nazis-v2-sns.pk3
ww-nazis-v2.6z.pk3
ww-nazis CJ flavor!.pk3
ww-nazis CJ low-fat flavor! v.2.pk3
Would be really grateful, thanks.
Re: Weasel Presents: NAZIS V2
Posted: Wed Mar 18, 2015 11:50 am
by idfreak
Sorry, I should mention - I think the mod is brilliant.
Re: Weasel Presents: NAZIS V2
Posted: Wed Mar 18, 2015 12:39 pm
by wildweasel
The "de facto" latest version can be obtained from my github, the link to which in is the first post of the thread. Most (not all) of the additions from the fan patches are in the mainline mod at this point (except those that I honestly didn't like or haven't gotten around to examining in fine detail).
By the way guys, this is one of the reasons why I generally don't like there being so many branches of my mods.
Re: Weasel Presents: NAZIS V2
Posted: Wed Mar 18, 2015 12:53 pm
by idfreak
Thanks very much WildWeasel. Brief test in gzdoom and it looks about perfect. Very good point you made too.
Re: Weasel Presents: NAZIS V2
Posted: Thu Mar 19, 2015 8:50 am
by Tormentor667
wildweasel wrote:...and the fact that Tormentor is using some version of the mod as a base for Blade of Agony, I really don't have any desire to build on this for the foreseeable future.
I hope I didn't upset you wildweasel, that wasn't my intention when using it as a base for Blade of Agony, but instead it's a great work and I thought it would be perfect to start a mod with this :-/
Re: Weasel Presents: NAZIS V2
Posted: Fri Mar 20, 2015 7:24 pm
by armymen12002003
I was just playing the dev version of nazi's how do i trade weapons for other weapons?
Also i still had woolie wool's old nazis sprite patch which i slightly updated it, bear in mind this is just a sprite patch it doesn't change the actors.