Lizardcommando's Eri-Guns mod (Ver. 4)

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Ac!d
Posts: 345
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by Ac!d »

lizardcommando wrote:The attack sound always plays even when firing the secondary shot. The secondary shot has its own unique firing sound.

Code: Select all

AttackSound "weapons/railgunlaser"
This line is the problem. Erase it.
lizardcommando wrote: The scope zoom toggle is fucked up. You can hold down the secondary function button in order to rapidly switch scope zooms, which is what I don't want. I'd prefer it to be you have to press the secondary function every time you want to switch zoom levels.
Spoiler:
"AltFireDone" and "Ready" are on " ". This is the first part of this problem. The second part is to give an other tic number than 1 for RSCPA0. RSCP A 3 could be better.

That all I can do... Also, thank you for the feedback. I will working for a quick update. (Removing the Heavy Machinegun and working for an fire mode for the Pistol Akimbo).
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lizardcommando
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Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by lizardcommando »

I got rid of the Attacksound, but all that did was make it so that the default Railgun sound is played on top of the custom sound that I had defined.
Stock-Doom
Posts: 39
Joined: Thu Feb 08, 2018 6:42 pm

Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by Stock-Doom »

lizardcommando wrote:I got rid of the Attacksound, but all that did was make it so that the default Railgun sound is played on top of the custom sound that I had defined.
Well, it's okay. Just rename your fire sound "railgf1" and you should be fine...

OR

Put the flag "RGF_SILENT" in your A_RailAttack and put the sound you want before or after with a "TNT1 A 0 A_PlaySound".

An edited example from your code :
-
RGUF A 2 Bright
TNT1 A 0 A_PlaySound("weapons/railgunlaser",CHAN_WEAPON)
RGUF B 2 Bright A_RailAttack(250,0,10,"LIGHTBLUE","BLUE",RGF_FULLBRIGHT|RGF_SILENT,0,"RailGunPuff",0,0,0,0,5,1.0,"TracerTrail")
-
Last edited by Stock-Doom on Thu Sep 05, 2019 5:19 pm, edited 6 times in total.
Stock-Doom
Posts: 39
Joined: Thu Feb 08, 2018 6:42 pm

Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by Stock-Doom »

lizardcommando wrote:Well, I'm pretty stumped so far with the Railgun. For some reason, the attack sound always plays even when firing the secondary shot. The secondary shot has its own unique firing sound. The scope zoom toggle is fucked up. You can hold down the secondary function button in order to rapidly switch scope zooms, which is what I don't want. I'd prefer it to be you have to press the secondary function every time you want to switch zoom levels. Also, custom bullet puffs for the rail gun doesn't seem to work.

This is what I got so far.

Code: Select all

ACTOR EriRailgun : DoomWeapon
{
	+NoAlert
	+ExtremeDeath
	Game Doom
	Scale 0.8
	SpawnID 30
	Weapon.SelectionOrder 100
	Weapon.AmmoUse 20
	Weapon.AmmoGive 40
	Weapon.AmmoType "Cell"
	Weapon.Kickback 500
	Decal "DoomImpScorch"
	Inventory.PickupMessage "You found the Railgun!"
	Obituary "%o was obliterated by %k's Railgun"
	AttackSound "weapons/railgunlaser"
	States
	{
	Ready:
		TNT1 A 0 A_JumpIfInventory("RailGunZoom", 1, "ReadyScope")
		RGUN A 1 A_WeaponReady
		Loop
	ReadyScope:
      RSCP A 1 A_WeaponReady(WRF_NoBob)
      Loop
	Deselect:
	    TNT1 A 0 A_TakeInventory ("RailGunZoom", 2)
		TNT1 A 0 A_ZoomFactor(1.0)
		RGUN A 1 A_Lower
		Goto Deselect+2
	Select:
		RGUN A 1 A_Raise
		Loop
  Fire:
		RGUF A 0 A_JumpIfInventory("RailGunZoom", 1, "FireZoom")
		RGUF A 0 A_AlertMonsters
		RGUF A 2 Bright A_PlaySound("weapons/railgunlaser",CHAN_WEAPON)
		RGUF B 2 Bright A_RailAttack(250,0,10,"LIGHTBLUE","BLUE",RGF_FULLBRIGHT,0,"RailGunPuff",0,0,0,0,5,1.0,"TracerTrail")
		RGUN C 5
		RGUN B 6 A_PlaySound("weapons/railguncharge")
		RGUN CD 7
		RGUN B 6 A_PlaySound("weapons/railguncharge")
		RGUN CD 7
		RGUN B 6 A_PlaySound("weapons/railguncharge")
		RGUN CD 7
		RGUN B 6 A_PlaySound("weapons/railguncharge")
		RGUN CD 7
		RGUN A 6 A_PlaySound("weapons/railgunchdone")
		RGUN A 4
		TNT1 A 0 A_ReFire
		Goto Ready
	FireZoom:
		TNT1 A 0 A_AlertMonsters
		RSCP A 3 Bright A_PlaySound("weapons/sniperlaser",CHAN_WEAPON)
		RSCP B 4 Bright A_RailAttack(330,0,10,"PINK","RED",RGF_FULLBRIGHT,0,"SniperRailGunPuff",0,0,0,0,5,1.0,"SniperTracerTrail")
		RSCP B 12
		RSCP C 8 A_PlaySound("weapons/railguncharge")
		RSCP C 11
		RSCP D 8 A_PlaySound("weapons/railguncharge")
		RSCP D 11
		RSCP E 8 A_PlaySound("weapons/railguncharge")
		RSCP E 11
		RSCP F 8 A_PlaySound("weapons/railguncharge")
		RSCP F 11
		RSCP A 8 A_PlaySound("weapons/railgunchdone")
		RSCP A 5
		TNT1 A 0 A_ReFire
		Goto Ready
	AltFire:
    TNT1 A 1 A_PlayWeaponSound("weapons/sniperzoom")
    TNT1 A 0 A_SetCrosshair(0)
    RSCP A 2 A_WeaponReady(WRF_NoBob)
    TNT1 A 0 A_JumpIfInventory("RailGunZoom", 2, "ZoomOut")
    TNT1 A 0 A_JumpIfInventory("RailGunZoom", 1, "Zoom2")
  Zoom1:
      RSCP A 1 A_PlayWeaponSound("weapons/sniperzoom")
    TNT1 A 0 A_ZoomFactor(3.0)
    TNT1 A 0 A_GiveInventory ("RailGunZoom", 1)
    Goto "AltFireDone"
  Zoom2:
      RSCP A 1 A_PlayWeaponSound("weapons/sniperzoom")
    TNT1 A 0 A_ZoomFactor(7.0)
    TNT1 A 0 A_GiveInventory ("RailGunZoom", 1)
    Goto "AltFireDone"
  ZoomOut:
      RSCP A 1 A_PlayWeaponSound("weapons/sniperzoom")
    TNT1 A 0 A_SetCrosshair(0)
    TNT1 A 0 A_ZoomFactor(1.0)
    TNT1 A 0 A_TakeInventory ("RailGunZoom", 2)
    Goto "AltFireDone"
  AltFireDone:
    RSCP A 1 A_ReFire
    Goto "Ready" 	
  Spawn:
		RGPU A -1
		Stop
	}
}

ACTOR TracerTrail
{ 
	Alpha 0.75
	RenderStyle Add
	Speed 0
	Decal "DoomImpScorch"
	+NOBLOCKMAP
	+NOGRAVITY
	+NOTELEPORT
	+PUFFONACTORS
	+CANNOTPUSH
	+NODAMAGETHRUST
	+RIPPER
	+NOBOSSRIP
    +DONTREFLECT
	Scale 0.4
	States
	{
	Spawn:
		RLAS A 2 BRIGHT A_Explode(20,8,0,0,0,0,0,"RailGunPuff")
		RLAS AAA 2 BRIGHT A_FadeOut(0.3)
		Loop
	Death:
		RLAS BCDE 2 BRIGHT A_FadeOut(0.3)
		Stop
	}
}

actor RailGunPuff : BulletPuff
{
  +NOBLOCKMAP
  +NOGRAVITY
  +PUFFONACTORS
  +THRUGHOST
  +RIPPER
  +NOBOSSRIP
  +FORCEPAIN
  ProjectileKickBack 220
  activesound ""
  attacksound "weapons/railgunhit"
  seesound "weapons/railgunhit"
  Decal "DoomImpScorch"
  Obituary "%o was obliterated by %k's railgun"
  states
  {
  Spawn:
    RLAS A 5 BRIGHT
    RLAS BBBBBCCCCCDDDDDEEEEE 2 BRIGHT A_FadeOut(0.3)
	RLAS E -1
  Death:
  	RLAS A 5 BRIGHT
	RLAS BBBBBCCCCCDDDDDEEEEE 2 BRIGHT A_FadeOut(0.3)
	RLAS E -1
  	stop
  }
}

ACTOR SniperTracerTrail
{ 
	Alpha 0.75
	RenderStyle Add
	Speed 0
	Decal "DoomImpScorch"
	+NOBLOCKMAP
	+NOGRAVITY
	+NOTELEPORT
	+PUFFONACTORS
	+CANNOTPUSH
	+NODAMAGETHRUST
	+RIPPER
	+NOBOSSRIP
    +DONTREFLECT
	Scale 0.3
	States
	{
	Spawn:
		LASR A 2 BRIGHT A_Explode(20,8,0,0,0,0,0,"SniperRailGunPuff")
		LASR AAA 2 BRIGHT A_FadeOut(0.3)
		Loop
	Death:
		LASR BCDE 2 BRIGHT A_FadeOut(0.3)
		Stop
	}
}


actor SniperRailGunPuff : BulletPuff
{
  +NOBLOCKMAP
  +NOGRAVITY
  +PUFFONACTORS
  +THRUGHOST
  +RIPPER
  +NOBOSSRIP
  +FORCEPAIN
  ProjectileKickBack 220
  activesound ""
  attacksound "weapons/railgunhit"
  seesound "weapons/railgunhit"
  Decal "DoomImpScorch"
  Obituary "%o was obliterated by %k's railgun"
  states
  {
  Spawn:
    LASR A 5 BRIGHT
    LASB AAAAABBBBBCCCCCDDDD 2 BRIGHT A_FadeOut(0.3)
	LASB D -1
  Death:
  	LASR A 5 BRIGHT
	LASB AAAAABBBBBCCCCCDDDD 2 BRIGHT A_FadeOut(0.3)
	LASB D -1
  	stop
  }
}
Did you try to put "ALWAYSPUFF" in your puff actors?
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lizardcommando
Posts: 1489
Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Post by lizardcommando »

Crap, I didn't realize that's what the RAILSILENT flag was for. I thought that made it not be heard by enemies. I guess it helps having an extra set of eyes look over the coding.
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lizardcommando
Posts: 1489
Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: Lizardcommando's Eri-Guns mod (Ver. 3B)

Post by lizardcommando »

I've got a new version ready for download. No fancy trailer (yet), I mostly want to get some feedback. A bunch of new stuff have been added including the Auto-Shotgun and the Railgun. I'm not super happy with the Railgun's primary function (I'm definitely thinking about changing that to something else), but the secondary sniper mode I am pretty happy with. Auto-Shotgun is working how I want aside from one bug.

EDIT: Slight update has been uploaded, which mostly changes the Railgun (which is basically now a beam rifle that shoots very fast beam shots that can gib weaker enemies. Secondary function is the same). Re-download it, please and thank you :).

https://www.mediafire.com/file/vm5j35tg ... B.zip/file
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Ac!d
Posts: 345
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Lizardcommando's Eri-Guns mod (Ver. 3B)

Post by Ac!d »

Here's the fix for the Autoshotgun ready-reload bug :
Spoiler:
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lizardcommando
Posts: 1489
Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: Lizardcommando's Eri-Guns mod (Ver. 3B)

Post by lizardcommando »



Ok, here's a new version of my mod. There were some slight changes here and there and the bugs should mostly be gone. I tried experimenting with having all of the weapons fire automatically (like how the original weapons function) but it just didn't feel right.

https://www.mediafire.com/file/avzrevyx ... 4.zip/file
TheOldKingCole
Posts: 245
Joined: Wed Jan 30, 2019 7:12 pm

Re: Lizardcommando's Eri-Guns mod (Ver. 4)

Post by TheOldKingCole »

Do you think you could make it so that when are using the zoomed in railgun, you can unzoom before it finishes charging?
TheOldKingCole
Posts: 245
Joined: Wed Jan 30, 2019 7:12 pm

Re: Lizardcommando's Eri-Guns mod (Ver. 4)

Post by TheOldKingCole »

TheOldKingCole wrote:Do you think you could make it so that when are using the zoomed in railgun, you can unzoom before it finishes charging?
Also, do you think we could get a grenade launcher?
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