Weapons of Saturn v2.0b

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Re: [NEW HUD!] Another weapon mod using others' resources

Postby Lippeth » Tue Jul 23, 2013 7:12 pm

Woolie Wool wrote:I'd suggest changing the ammo font to the Doom font rather than the BTSX font because the BTSX font looks very out of place with the Doom graphics.


Unless I use the intermission font which might look a bit odd, the standard Doom font is a bit too big for the HUD graphic without recreating the entire right side. If there are any font resources that could be linked, I would be grateful. If not, then I can try to make the intermission font work, but I wanted the ammo numbers to look totally different from the health and armor, so I can always try to create my own.
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Re: [NEW HUD!] Another weapon mod using others' resources

Postby SyntherAugustus » Tue Jul 23, 2013 7:30 pm

That ammo counter actually looks pretty neat with the BTSX graphics. When I finally update my HUDs I might consider using that sort of design.
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Re: [WIP] Another weapon mod using others' resources

Postby Max Dickings » Wed Jul 24, 2013 8:18 pm

Wow, I really like that hud. Its a good blend of old-school and a new design, good job.
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Re: [WIP] Another weapon mod using others' resources

Postby Lippeth » Sat Aug 17, 2013 2:44 pm

I've updated several things. The main feature being iron sights on the assault rifle. I wonder if there's a way to only apply the NOAUTOFIRE flag only to alt fire. Overall, I guess this little project is done.
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Re: [WIP] Another weapon mod using others' resources

Postby Ed the Bat » Sat Aug 17, 2013 2:46 pm

Lippeth wrote:I wonder if there's a way to only apply the NOAUTOFIRE flag only to alt fire.

Just don't give it an A_ReFire command.
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Re: [WIP] Another weapon mod using others' resources

Postby Lippeth » Sat Aug 17, 2013 3:37 pm

I didn't, and without the no auto fire flag, holding alt fire jets back and forth between sections. I'm sure there's another way around this, and I can live with how it is for now. Does A_ChangeFlag work in this scenario? It doesn't work with the flag I want, but I could be missing something.

I don't even know why I put iron sights in to begin with, it almost requires mouselook, and I wanted this wad to be able to function without it. I guess it's there for those who want to use it.
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Re: [WIP] Another weapon mod using others' resources

Postby Ed the Bat » Sat Aug 17, 2013 3:41 pm

Then just give it the NOAUTOFIRE flag, and you should be set. A_ChangeFlag won't work, because it would affect player flags, but these are weapon flags.
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Re: [WIP] Weapons of Saturn

Postby Lippeth » Tue Oct 08, 2013 12:02 am

UPDATE 10/7/2013: Smoke effects have been added, the shotgun and rifle can be zoomed in for better accuracy, and I've tried to add a laser sight on the zoomed in rifle, but it's so buggy that I may end up taking it out. Feel free to have fun with this and bring back your thoughts and criticisms. Or teach me how to code a gosh darn laser sight. I'm still new at this stuff.
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Re: [WIP] Weapons of Saturn

Postby Crudux Cruo » Tue Oct 08, 2013 12:04 am

I really really like this for some reason. its simple and good looking. my only regret is i cant use this with hard doom since you have custom monsters in there :(
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Re: [WIP] Weapons of Saturn

Postby DoomRater » Tue Oct 08, 2013 11:56 am

Coding a laser sight is best done with some hitscan tricks, since doing it otherwise makes it lag horribly. Lemme grab the relevant code from Greaser Enahcned right quick....
Code: Select allExpand view
TNT1 A 0 A_FireBullets(0,0,1,0,"LaserSight",FBF_NOFLASH|FBF_NOPITCH|FBF_NORANDOMPUFFZ) //change LaserSight to the actor you are using for a laser sight

Put this wherever your gun should be making sure there's a laser dot on something and you're gold.
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Re: [WIP] Weapons of Saturn

Postby Ed the Bat » Tue Oct 08, 2013 12:04 pm

Just make sure to give the laser puff BLOODLESSIMPACT so enemies don't start gushing blood if you aim at them.
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Re: [WIP] Weapons of Saturn

Postby DoomRater » Tue Oct 08, 2013 12:11 pm

Does it also require +ALWAYSPUFF? Thanks for remembering the other part of the puff creation.
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Re: [WIP] Weapons of Saturn

Postby Ed the Bat » Tue Oct 08, 2013 12:15 pm

DoomRater wrote:Does it also require +ALWAYSPUFF? Thanks for remembering the other part of the puff creation.

Probably not, since it's a hitscan, which has infinite (for our purposes) range by default. Those will always hit something, be it a wall or a shootable target. They can't 'miss', which is what ALWAYSPUFF is truly useful for, so a state for missed hits can be created.

These lasers will probably need PUFFONACTORS if Lippeth wants them to appear on shootable targets' bodies.
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Re: [WIP] Weapons of Saturn

Postby DoomRater » Tue Oct 08, 2013 12:21 pm

PUFFONACTORS is probably what I was thinking of. Heh whoops.
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Re: [WIP] Weapons of Saturn

Postby Lippeth » Tue Oct 08, 2013 4:14 pm

Thanks, guys! It's a lot more accurate using hitscan, but is there a way to remove the decal for just the laser puff? Assigning "None" to the laser doesn't do anything, and I don't want to remove decals for the whole weapon. Or Is there a property option to add it to specific lines after removing it from the weapon actor?
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