Assault Pistol v1.2 - For Brutal Doom

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Assault Pistol v1.2 - For Brutal Doom

Postby The Witch » Sun Jun 30, 2013 6:51 am

This is just a pistol mod I just wanted to make for Brutal Doom.
Its my first mod for ZDoom so I know it sucks.



Stats for Assault Pistol:
Damage: 12 (For comparison, the Rifle does 9 damage per bullet)
Accuracy: 0.2 (That's accurate)
Firerate: Semi-Auto
Clip Size: 12
Alt Fire: N/A

Sprites Used:
V1.2:
Originally Made by: Neccronix
Edited by: Kirpi4 - viewtopic.php?t=34993
Slightly Edited by: The Witch (Me)

Sound:
Firearms: Source 1.0 Weapon Fire Sounds + Royalty-Free
http://www.youtube.com/watch?v=6fYjpsE4ASg
DL link for the sounds in the youtube description

Coding
Mainly just edits of Sgt Mark IV's Code

Previous Versions Video, Sprites and Sounds:
Spoiler:


Summary:
Fires fairly quickly though its semi-auto.
Takes out Zombie Men, Sargents, and Imps fairly quickly. Head shots on the first two are 1 hit kills, Imps take 2 Head shots.
Due to the small clip size, its not good against groups, or anything that can soak up damage or has no head hitbox, aka: Pinkys
Has a reload animation.
No more Alt Fire, if you want to melee, use the kick.
When you use a Meat Shield it will now also use the pistol instead of the rifle, though you need to aim above the crosshair to hit stuff, and you can't hit anything at close range due to the meat shield being in the way.

Download:
Spoiler:


Known Bugs:
When you expend all your ammo while using a Shotgun Guy Meat Shield, after you throw him away, the sprite for holding him pops back up for a second.

Update History:
Spoiler:


Feel free to comment and the like, I just really wanted to use a pistol in Brutal Doom, and this was a result of it. Maybe someone else might enjoy this as well.
This will probably be the last update for this weapon, I do have some other weapons in mind I want to make.
Last edited by The Witch on Thu Jul 11, 2013 3:41 am, edited 25 times in total.
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Re: Assault Pistol - For Brutal Doom

Postby Bitterman » Sun Jun 30, 2013 9:22 pm

Pretty nice for a first addon. Although I think you could use a different secondary fire, I have my own modified pistol addon which has a three-round burst as a secondary fire; If you want I could give you the scripts. (Although it's pretty easy to write the scripts on your own.)
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Re: Assault Pistol - For Brutal Doom

Postby The Witch » Sun Jun 30, 2013 10:56 pm

Yeah the alt fire was just something I kinda just chucked in there. I was planning on making the alt fire a melee attack instead (probably just use the left fist). I do have an ambitious goal of adding unique executions with the this pistol melee, but I haven't looked at the code/scripts for that yet.

Thanks for the feedback though :)

Update 1st June:
Had Issues, Solved Them - Archived Below:
Spoiler:


Meat Shield sprites are now included, and the gun actually fires like the pistol now while using a Meat Shield.
Though it shoots slightly above the crosshair when using a Meat Shield, whatever close enough for my tastes.

And now some things I've found out about Brutal Doom's Meat Shield, since I stared at it for a couple of hours straight:

    Normally no Bullet casings while using a Meat Shield
    Normally no Screen shaking while using a Meat Shield
    When using the Meat Shield, instead of firing a bullet it fires a tracer round, this tracer passes through the meat shield and then hits enemies.
    If you tried to fire a normal bullet, it would hit your meat shield instead, thus the tracer round.
    Since you're using a special Tracer round, you can't hit enemies right in front of you, due to the meat shield being in your way.
    You need to define the Meat Shield ammo / actor in the gun's main file. Normally resides at the end of the Rifle's file.

And thats all for now
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Re: Assault Pistol v1.1 - For Brutal Doom (Updated 2nd July)

Postby The Witch » Mon Jul 01, 2013 9:56 pm

Updated the Pistol to V1.1:
Added Meat Shield sprites with working gun.
Changed Alt Fire to Melee attack
Made a better video showing the gun off.

Check the First Post for details.
I never really got how to use version numbers properly.

Quick question for anyone on these forums, will I get in trouble for double posting in my own thread?
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Re: Assault Pistol v1.1 - For Brutal Doom (Updated 2nd July)

Postby wildweasel » Mon Jul 01, 2013 10:04 pm

You're okay because you're posting actual updates.
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Re: Assault Pistol v1.1 - For Brutal Doom (Updated 2nd July)

Postby Max Dickings » Mon Jul 01, 2013 10:11 pm

"Slower than the Rifle, but packs a bigger punch."

Then why use silenced pistol sounds? :P

Haha but really, a beefier firing sound would be a welcome change (this is for brutal doom after all, turn it up to 11 for maximum meettaaal). I always did like Duke 64 sprites as a kid so I do appreciate this release.
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Re: Assault Pistol v1.1 - For Brutal Doom (Updated 2nd July)

Postby The Zombie Killer » Tue Jul 02, 2013 2:57 am

Neat little addon you have here.

I also used/copied a bit of code that apparently fixed the infinite ammo bug (Not sure if it actually works...). I forget who did that one

That would be me. It doesn't work in this addon because there are a few more bits of decorate you need to copy over, plus a little bit of ACS.
The way you have it right now will work, but only if you have my Brutal Doom patch loaded as well.

-TZK
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Re: Assault Pistol v1.1 - For Brutal Doom (Updated 2nd July)

Postby The Witch » Tue Jul 02, 2013 4:27 am

Max:
The gun currently uses the sounds I ripped from this: https://soundcloud.com/auralscope/socom ... irstperson
When I was talking about silenced pistol sounds, I was referring to one of the first versions of this gun being the same pistol but with a silencer attached to it. And for that gun I just used I think some Call of Duty silenced firing sound. Which sucked.

Zombie Killer:

Ah yes your ammo fix code was one of the very first things I added to this, I didn't really understand the coding as well back then, so I haven't had proper look at it, all I really noticed back then was that it fixed the ammo counts showing incorrectly.
Though now I understand a lot more now. Especially now since I've stared at the Meat Shield coding.
I probably should just remove the coding, since its not really doing anything right now.

But Thanks for the Feedback anyways, sorry I used your code incorrectly/without permission.

Edit: I removed your coding since it wasn't necessary for the gun to work. I think I got it all...
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Re: Assault Pistol v1.1.1 - For Brutal Doom (Updated 2nd Jul

Postby Arch » Tue Jul 02, 2013 9:33 am

hey that meat shield is really cool, good luck with this project!
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Re: Assault Pistol v1.1.1 - For Brutal Doom (Updated 2nd Jul

Postby The Zombie Killer » Wed Jul 03, 2013 6:44 am

@The Witch
sorry I used your code incorrectly/without permission.

That's okay, I don't care if people use my code. You only need to ask for permission if the comments in the code say so.

-TZK
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Re: Assault Pistol v1.1.2 - For Brutal Doom

Postby The Witch » Mon Jul 08, 2013 9:40 am

Slight Update - v1.1.2
Changed the firing sound. You can check the source by checking the first post.

What I've been doing:
OLD
Spoiler:
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Re: Assault Pistol v1.2 - For Brutal Doom

Postby The Witch » Thu Jul 11, 2013 3:32 am

Updated to v1.2:

v1.2 - 11th July 2013:
Changed Weapon Sprites including the Meat shield sprites
New Weapon Sprites means it now has a reload animation
Edited the rounds ejecting from the gun to be closer to the actual ejecting port
Moved the pistol clip dropping to closer to the gun
Made the gun fire quicker (its slow firing was starting to annoy me)
Removed Alt Fire/Melee - Just use the kick if you want to melee
Added Credits to the release.

Check the First Post for a newer Youtube Video, more info and credits

This will probably be my last edit to this gun.
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