[WIP] The Trooper - 0.2.4.13c [TURBO]

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Re: [WIP] The Trooper - 0.2.4.10 [ARSENALS & ADVERSARIES]

Postby Apeirogon » Sun Oct 01, 2017 4:32 am

TheRailgunner wrote:I needed the CustomInventory actor to respond to an enemy spawning CVAR


You can use something like

Spoiler:


But that silly.
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Re: [WIP] The Trooper - 0.2.4.10 [ARSENALS & ADVERSARIES]

Postby Wivicer » Mon Oct 02, 2017 7:45 pm

Couple of bugs I'm seeing, related to unknown scripts:
Spoiler:


Edit: nevermind, figured it out.
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Re: [WIP] The Trooper - 0.2.4.10 [ARSENALS & ADVERSARIES]

Postby Apeirogon » Thu Oct 05, 2017 4:58 am

Apeirogon wrote:
TheRailgunner wrote:I needed the CustomInventory actor to respond to an enemy spawning CVAR


You can use something like

Spoiler:


But that silly.



No, dont listen to me. Listen to ME.

Spoiler:
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Re: [WIP] The Trooper - 0.2.4.10 [ARSENALS & ADVERSARIES]

Postby TheRailgunner » Thu Oct 05, 2017 12:07 pm

Apeirogon wrote:
Apeirogon wrote:
TheRailgunner wrote:I needed the CustomInventory actor to respond to an enemy spawning CVAR


You can use something like

Spoiler:


But that silly.



No, dont listen to me. Listen to ME.

Spoiler:


The only problem with these setups is that I can't give them their own health and actor properties - the difference between the Mancubus (600 HP) and the Corpulent (1200 HP) is pretty significant. I could give the actor 1200 health and then have it halved if it spawns a Mancubus, but then that'll look strange if you're using the Health Bars mod - given that I pretty much always use it now, it'd grate on me after a while. That said, right now I've given the Corpulent the Mancubus' attack sequence in addition to its own (I might actually remove the main one since it's pretty broken), in the hopes that it helps in some way.

Critical hit multipliers!
Zombieman, Shotguy, Chainguy, classic Imp, Hell Knight, Revenant, Archvile:
Surfeit Torment - 3x
XM27 - 4x
Shotguns (VSK7 Nightshade, Sturmman M97, VSK9 Thunderstrike) - 2x
Shotgun Slugs - 3x
Assault Rifles (Sokova 46, MARS B) - 2.5x
Explosive Weapons (Last Salvo, AS-46 and MARS altfires, DM-6) - 1x
DGA-3 - 2.5x
Machine Guns (Luxor HMG, Mk. 48) - 2.5x
Pulsar-D - 3x
Nishimura Seven - 3x
Antimatter weapons (Sharpshooter Arm, N7 altfire, Crimson Spectre) - 3x

XM27 Zombie, VSK9 Guy, M97 Guy, Pulsar Dude, GPMG Zombie, N7 Zombie, Irate Imp, Teleporting CyberKnight, Baron of Hell, Teleporting CyberBaron, Revenant Warden, Soul Commander, Corpulent, Demon Medic, Cyberdemon:
Surfeit Torment - 1.5x
XM27 - 2.5x
Shotguns (VSK7 Nightshade, Sturmman M97, VSK9 Thunderstrike) - 1.5x
Shotgun Slugs - 2x
Assault Rifles (Sokova 46, MARS B) - 1.25x
Explosive Weapons (Explosive shotgun shells, Last Salvo, AS-46 and MARS altfires, DM-6) - 1x
DGA-3 - 2x
Machine Guns (Luxor HMG, Mk. 48) - 1.5x
Pulsar-D - 1.5
Nishimura Seven - 1.5
Antimatter weapons (Sharpshooter Arm, N7 altfire, Crimson Spectre) - 2x
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Re: [WIP] The Trooper - 0.2.4.10 [ARSENALS & ADVERSARIES]

Postby Apeirogon » Thu Oct 05, 2017 12:39 pm

Spoiler:



At the today post I fixed that. Maybe you think i spaming and dont read.

Monster that need to be replaced become nonshootable and nonsolid, lost its sprite and then just spawn monster replacer and establishes with him master/child relations.
Instead of him at spawn point stand monster replacer, child, which you can shoot.

So, primary spawn monster, master, dont removed and still exist at map, and his healt still monitoring by randomspawner, if needed.
But he cant interact witn anything on the map.
The only interaction with map occurs only when you kill it child. When you kill replacer monster, child, it kill it master, death of master detect by randomspawner, which, finaly, launch some script, if needed.
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Re: [WIP] The Trooper - 0.2.4.10 [ARSENALS & ADVERSARIES]

Postby TheRailgunner » Thu Oct 05, 2017 3:22 pm

Apeirogon wrote:
Spoiler:



At the today post I fixed that. Maybe you think i spaming and dont read.

Monster that need to be replaced become nonshootable and nonsolid, lost its sprite and then just spawn monster replacer and establishes with him master/child relations.
Instead of him at spawn point stand monster replacer, child, which you can shoot.

So, primary spawn monster, master, dont removed and still exist at map, and his healt still monitoring by randomspawner, if needed.
But he cant interact witn anything on the map.
The only interaction with map occurs only when you kill it child. When you kill replacer monster, child, it kill it master, death of master detect by randomspawner, which, finaly, launch some script, if needed.


So, basically, it replaces the vanilla Manc with a RandomSpawner, which itself creates a Master/Child connection between itself and the monster it spawns (which has its own actor properties)?

On another note, AI improvements incoming:

*Pulsar Dudes, GPMG Zombies, and MARS Guys now have distinct short and long range attacks - if you're close enough, they'll fire fully automatically (or at least, very rapidly in the Pulsar Zombie's case). In addition, AI fixes for the GPMG Zombie and VSK9 Guy, which have had some issues.
*N7 Zombie has a short, medium, and long-range attack - short is semi-auto, medium is burst-fire, and long is full-auto. N7 Zombies will also have a higher chance of immediately retaliating after taking damage.
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Re: [WIP] The Trooper - 0.2.4.10 [ARSENALS & ADVERSARIES]

Postby Apeirogon » Fri Oct 06, 2017 7:53 am

Instead of million words, at example of fatso, without using randomspawner

I underlined what i changed

Spoiler:
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Re: [WIP] The Trooper - 0.2.4.10 [ARSENALS & ADVERSARIES]

Postby TheRailgunner » Fri Oct 06, 2017 6:04 pm

Apeirogon wrote:tnt1 q 0 {target.bShootable=false; target.bSolid=false; target.bcountkill =false; a_spawnitemex("TR_Corpulent",0,0,0,0,0,0,0,SXF_SETMASTER);}


This line seems to prevent me from launching GZDoom with The Trooper - is there something I need to do to make this work? AFAIK the rest of the file is functional DECORATE.
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Re: [WIP] The Trooper - 0.2.4.10 [ARSENALS & ADVERSARIES]

Postby comet1337 » Fri Oct 06, 2017 10:40 pm

it's using zscript pointers
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Re: [WIP] The Trooper - 0.2.4.10 [ARSENALS & ADVERSARIES]

Postby Apeirogon » Sat Oct 07, 2017 12:50 am

Then

tnt1 q 0 {a_changeFlag(Shootable, false); a_changeFlag(Solid, false); a_changeFlag(countkill ,false); a_spawnitemex("TR_Corpulent",0,0,0,0,0,0,0,SXF_SETMASTER);}

I think zscript dont make any trouble.
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Re: [WIP] The Trooper - 0.2.4.10 [ARSENALS & ADVERSARIES]

Postby TheRailgunner » Tue Oct 17, 2017 1:43 pm

Apeirogon wrote:Then

tnt1 q 0 {a_changeFlag(Shootable, false); a_changeFlag(Solid, false); a_changeFlag(countkill ,false); a_spawnitemex("TR_Corpulent",0,0,0,0,0,0,0,SXF_SETMASTER);}

I think zscript dont make any trouble.


I have yet to implement this satisfactorily, so I'm going to leave it be for now.

Anyway, pondering adding a weapon to The Trooper - the Machiavellian Disciple:

Image

I'm torn between giving it 2100 RPM (the maximum for a weapon firing a single bullet during each frame) and some higher number like 4200 (two bullets a tic, would have to slow one of them down to create the illusion of it being fired between tics). I also feel like this weapon would make a number of other weapons basically obsolete (any bullet weapon save for perhaps the Nishimura Seven, which has ripper properties and antimatter rounds), since it's intended to fire a cartridge more powerful than the GPMG's at least three times more rapidly.
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Re: [WIP] The Trooper - 0.2.4.10 [ARSENALS & ADVERSARIES]

Postby Gideon020 » Wed Oct 18, 2017 1:34 am

Yes, I am of the opinion that this bullet hose is a viable and necessary addition alongside the lord of shotguns.
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Re: [WIP] The Trooper - 0.2.4.10 [ARSENALS & ADVERSARIES]

Postby TheLightBad96 » Wed Oct 18, 2017 1:41 am

About that Gatling rifle if you are planning on adding that is there like some way you could make it an ultra rare pickup "as in 1 in 128-256 chance of finding it in a BFG Spawn" so that way you can justify adding such a ridiculously OP weapon to the roster and as an added rarity have the ammo also be rare as well " 1 in 50 Large Cell Packs + Backpack refills 5% of maximum ammo pool " just to further reinforce its rarity.

It would also make the player thing about when or where to use it. Do i want to use this to clear a shitload of zombies in some kind of Power Fantasy or Do I want to use it against a group consisting of More than 2 Cyberdemons/Spider Masterminds while also killing the Revenants/Hell Nobles as well. but that is just my suggestion.

P.S. Railgunner, you never cease to amaze me with the sprites you create. I know you have drawn up some concepts for them but how you put them from Pen and Paper to Computer Screen is always a mystery to me. How do you create such beautiful sprites.
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Re: [WIP] The Trooper - 0.2.4.10 [ARSENALS & ADVERSARIES]

Postby skyrish10 » Wed Oct 18, 2017 3:37 am

TheRailgunner wrote:
Anyway, pondering adding a weapon to The Trooper - the Machiavellian Disciple:

Image

I'm torn between giving it 2100 RPM (the maximum for a weapon firing a single bullet during each frame) and some higher number like 4200 (two bullets a tic, would have to slow one of them down to create the illusion of it being fired between tics). I also feel like this weapon would make a number of other weapons basically obsolete (any bullet weapon save for perhaps the Nishimura Seven, which has ripper properties and antimatter rounds), since it's intended to fire a cartridge more powerful than the GPMG's at least three times more rapidly.


So, is this the The Trooper's own minigun
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Re: [WIP] The Trooper - 0.2.4.10 [ARSENALS & ADVERSARIES]

Postby TheRailgunner » Wed Oct 18, 2017 12:48 pm

Gideon020 wrote:Yes, I am of the opinion that this bullet hose is a viable and necessary addition alongside the lord of shotguns.


THE SHOT OF LORDGUNS HAS SPOKEN THUSLY.

TheLightBad96 wrote:About that Gatling rifle if you are planning on adding that is there like some way you could make it an ultra rare pickup "as in 1 in 128-256 chance of finding it in a BFG Spawn" so that way you can justify adding such a ridiculously OP weapon to the roster and as an added rarity have the ammo also be rare as well " 1 in 50 Large Cell Packs + Backpack refills 5% of maximum ammo pool " just to further reinforce its rarity.

It would also make the player thing about when or where to use it. Do i want to use this to clear a shitload of zombies in some kind of Power Fantasy or Do I want to use it against a group consisting of More than 2 Cyberdemons/Spider Masterminds while also killing the Revenants/Hell Nobles as well. but that is just my suggestion.

P.S. Railgunner, you never cease to amaze me with the sprites you create. I know you have drawn up some concepts for them but how you put them from Pen and Paper to Computer Screen is always a mystery to me. How do you create such beautiful sprites.


First thing: I can justify any ridiculously OP weapon - it's The Trooper. Balance is overrated. On that note, the weapon needs a much larger ammo pool - probably gonna give it 250 or 500 round magazines so the player can carry more than 999 bullets for it. If I make it too rare, I'll basically never see it. I might throw it in a different slot than 7 as far as spawning is concerned, or make it drop-only or spawn-only. Also, weapon spawning chances are user-adjustable - yes, more than likely, it'll be a 1-in-128/256 chance (as is with most rare weapons), but the player can crank that up to anywhere from 1-in-64 to 1-in-16 - hell, one setting just sets all weapons to have an equal spawn chance, which would give it 1-in-3 (right now there are two other slot 7 weapons).

The sprites I can't always take credit for - while I often manage to get the sprites close (or at least close enough) to the original concept art, it's much faster (and easier) to edit existing sprites into what I need - for example, the Machiavellian Disciple is made from the barrels from The Trailblazer's Skullthrottle minigun and the receiver/gun body of The Guncaster's Strucker shotgun (little secret: all of The Trooper's bullets are modified from the Skullthrottle's bullets!). If anything, I kind of just slap together bits and pieces, smooth them out, and make them look like they sort of fit together (note that this doesn't refer to the MARS B - one of very few weapons that I basically did from scratch).

Most pickup sprites I make are either scratch-made or modified/pieced together from other pickup sprites that I scratch-made, however - I'm REALLY good at pickup sprites.

skyrish10 wrote:So, is this the The Trooper's own minigun


Yes and no - I'll likely port this weapon over to Nukage and Research & Destroy, as well as Project Operation Unthinkable when I inevitably revisit it.

PS: For the record, POU never really took off for three reasons - one, it was a large project anyway, with a lot of goals, and I kind of lost interest for a while; two, Helsturm was in active development; and three, I needed lots of different hands, and hands aren't terribly diverse or plentiful over here. I intend to come back to it when I've completed some other projects, namely:

*The Trooper (this project!)
*Nukage (The Trooper is sort of a testbed for this project)
*The Legend (centered around POU's Player 4, Nagato Nishimura)
*Zero (centered around POU's Player 7)

Possible prerequisites:

*The Emperor (centered around POU's Player 5, Cobalt Dominus)
*The Guardian (a replication of the gameplay mechanics and abilities in Bungie's Destiny)
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