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

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

Postby Ac!d » Thu Sep 05, 2019 7:46 am

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

Code: Select allExpand view
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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Re: Lizardcommando's Eri-Guns mod (Ver. 3A)

Postby lizardcommando » Thu Sep 05, 2019 9:09 am

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

Postby Stock-Doom » Thu Sep 05, 2019 4:36 pm

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

Postby Stock-Doom » Thu Sep 05, 2019 4:58 pm

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

Postby lizardcommando » Thu Sep 05, 2019 7:53 pm

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

Postby lizardcommando » Fri Sep 06, 2019 9:59 am

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

Postby Ac!d » Wed Sep 11, 2019 4:10 am

Here's the fix for the Autoshotgun ready-reload bug :
Spoiler:
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Re: Lizardcommando's Eri-Guns mod (Ver. 3B)

Postby lizardcommando » Tue Dec 10, 2019 11:36 am



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
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